winebus.sys: Add missing keyboard free_device callback.
[wine.git] / dlls / wined3d / state.c
blob264a9974b40c222986947f28f370ccab1545b0c1
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
40 ULONG CDECL wined3d_blend_state_incref(struct wined3d_blend_state *state)
42 ULONG refcount = InterlockedIncrement(&state->refcount);
44 TRACE("%p increasing refcount to %u.\n", state, refcount);
46 return refcount;
49 static void wined3d_blend_state_destroy_object(void *object)
51 TRACE("object %p.\n", object);
53 heap_free(object);
56 ULONG CDECL wined3d_blend_state_decref(struct wined3d_blend_state *state)
58 ULONG refcount = InterlockedDecrement(&state->refcount);
59 struct wined3d_device *device = state->device;
61 TRACE("%p decreasing refcount to %u.\n", state, refcount);
63 if (!refcount)
65 state->parent_ops->wined3d_object_destroyed(state->parent);
66 wined3d_cs_destroy_object(device->cs, wined3d_blend_state_destroy_object, state);
69 return refcount;
72 void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *state)
74 TRACE("state %p.\n", state);
76 return state->parent;
79 static BOOL is_dual_source(enum wined3d_blend state)
81 return state >= WINED3D_BLEND_SRC1COLOR && state <= WINED3D_BLEND_INVSRC1ALPHA;
84 HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device,
85 const struct wined3d_blend_state_desc *desc, void *parent,
86 const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state)
88 struct wined3d_blend_state *object;
90 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
91 device, desc, parent, parent_ops, state);
93 if (!(object = heap_alloc_zero(sizeof(*object))))
94 return E_OUTOFMEMORY;
96 object->refcount = 1;
97 object->desc = *desc;
98 object->parent = parent;
99 object->parent_ops = parent_ops;
100 object->device = device;
102 object->dual_source = desc->rt[0].enable
103 && (is_dual_source(desc->rt[0].src)
104 || is_dual_source(desc->rt[0].dst)
105 || is_dual_source(desc->rt[0].src_alpha)
106 || is_dual_source(desc->rt[0].dst_alpha));
108 TRACE("Created blend state %p.\n", object);
109 *state = object;
111 return WINED3D_OK;
114 ULONG CDECL wined3d_depth_stencil_state_incref(struct wined3d_depth_stencil_state *state)
116 ULONG refcount = InterlockedIncrement(&state->refcount);
118 TRACE("%p increasing refcount to %u.\n", state, refcount);
120 return refcount;
123 static void wined3d_depth_stencil_state_destroy_object(void *object)
125 TRACE("object %p.\n", object);
127 heap_free(object);
130 ULONG CDECL wined3d_depth_stencil_state_decref(struct wined3d_depth_stencil_state *state)
132 ULONG refcount = InterlockedDecrement(&state->refcount);
133 struct wined3d_device *device = state->device;
135 TRACE("%p decreasing refcount to %u.\n", state, refcount);
137 if (!refcount)
139 state->parent_ops->wined3d_object_destroyed(state->parent);
140 wined3d_cs_destroy_object(device->cs, wined3d_depth_stencil_state_destroy_object, state);
143 return refcount;
146 void * CDECL wined3d_depth_stencil_state_get_parent(const struct wined3d_depth_stencil_state *state)
148 TRACE("state %p.\n", state);
150 return state->parent;
153 HRESULT CDECL wined3d_depth_stencil_state_create(struct wined3d_device *device,
154 const struct wined3d_depth_stencil_state_desc *desc, void *parent,
155 const struct wined3d_parent_ops *parent_ops, struct wined3d_depth_stencil_state **state)
157 struct wined3d_depth_stencil_state *object;
159 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
160 device, desc, parent, parent_ops, state);
162 if (!(object = heap_alloc_zero(sizeof(*object))))
163 return E_OUTOFMEMORY;
165 object->refcount = 1;
166 object->desc = *desc;
167 object->parent = parent;
168 object->parent_ops = parent_ops;
169 object->device = device;
171 TRACE("Created depth/stencil state %p.\n", object);
172 *state = object;
174 return WINED3D_OK;
177 ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state)
179 ULONG refcount = InterlockedIncrement(&state->refcount);
181 TRACE("%p increasing refcount to %u.\n", state, refcount);
183 return refcount;
186 static void wined3d_rasterizer_state_destroy_object(void *object)
188 TRACE("object %p.\n", object);
190 heap_free(object);
193 ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
195 ULONG refcount = InterlockedDecrement(&state->refcount);
196 struct wined3d_device *device = state->device;
198 TRACE("%p decreasing refcount to %u.\n", state, refcount);
200 if (!refcount)
202 state->parent_ops->wined3d_object_destroyed(state->parent);
203 wined3d_cs_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
206 return refcount;
209 void * CDECL wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state *state)
211 TRACE("rasterizer_state %p.\n", state);
213 return state->parent;
216 HRESULT CDECL wined3d_rasterizer_state_create(struct wined3d_device *device,
217 const struct wined3d_rasterizer_state_desc *desc, void *parent,
218 const struct wined3d_parent_ops *parent_ops, struct wined3d_rasterizer_state **state)
220 struct wined3d_rasterizer_state *object;
222 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
223 device, desc, parent, parent_ops, state);
225 if (!(object = heap_alloc_zero(sizeof(*object))))
226 return E_OUTOFMEMORY;
228 object->refcount = 1;
229 object->desc = *desc;
230 object->parent = parent;
231 object->parent_ops = parent_ops;
232 object->device = device;
234 TRACE("Created rasterizer state %p.\n", object);
235 *state = object;
237 return WINED3D_OK;
240 /* Context activation for state handler is done by the caller. */
242 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
244 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id), state_id);
247 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
249 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
252 static void fillmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
254 enum wined3d_fill_mode mode = r ? r->desc.fill_mode : WINED3D_FILL_SOLID;
256 switch (mode)
258 case WINED3D_FILL_POINT:
259 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
260 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
261 break;
262 case WINED3D_FILL_WIREFRAME:
263 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
264 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
265 break;
266 case WINED3D_FILL_SOLID:
267 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
268 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
269 break;
270 default:
271 FIXME("Unrecognized fill mode %#x.\n", mode);
275 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
277 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
279 /* Lighting is not enabled if transformed vertices are drawn, but lighting
280 * does not affect the stream sources, so it is not grouped for
281 * performance reasons. */
283 if (state->render_states[WINED3D_RS_LIGHTING]
284 && !context->stream_info.position_transformed)
286 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
287 checkGLcall("glEnable GL_LIGHTING");
289 else
291 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
292 checkGLcall("glDisable GL_LIGHTING");
296 static void cullmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
298 enum wined3d_cull mode = r ? r->desc.cull_mode : WINED3D_CULL_BACK;
300 /* glFrontFace() is set in context.c at context init and on an
301 * offscreen / onscreen rendering switch. */
302 switch (mode)
304 case WINED3D_CULL_NONE:
305 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
306 checkGLcall("glDisable GL_CULL_FACE");
307 break;
308 case WINED3D_CULL_FRONT:
309 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
310 checkGLcall("glEnable GL_CULL_FACE");
311 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
312 checkGLcall("glCullFace(GL_FRONT)");
313 break;
314 case WINED3D_CULL_BACK:
315 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
316 checkGLcall("glEnable GL_CULL_FACE");
317 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
318 checkGLcall("glCullFace(GL_BACK)");
319 break;
320 default:
321 FIXME("Unrecognized cull mode %#x.\n", mode);
325 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
327 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
329 switch (state->render_states[WINED3D_RS_SHADEMODE])
331 case WINED3D_SHADE_FLAT:
332 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
333 checkGLcall("glShadeModel(GL_FLAT)");
334 break;
335 case WINED3D_SHADE_GOURAUD:
336 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
337 * in D3D. */
338 case WINED3D_SHADE_PHONG:
339 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
340 checkGLcall("glShadeModel(GL_SMOOTH)");
341 break;
342 default:
343 FIXME("Unrecognized shade mode %#x.\n",
344 state->render_states[WINED3D_RS_SHADEMODE]);
348 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
350 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
352 if (state->render_states[WINED3D_RS_DITHERENABLE])
354 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
355 checkGLcall("glEnable GL_DITHER");
357 else
359 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
360 checkGLcall("glDisable GL_DITHER");
364 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
366 switch (f)
368 case WINED3D_CMP_NEVER:
369 return GL_NEVER;
370 case WINED3D_CMP_LESS:
371 return GL_LESS;
372 case WINED3D_CMP_EQUAL:
373 return GL_EQUAL;
374 case WINED3D_CMP_LESSEQUAL:
375 return GL_LEQUAL;
376 case WINED3D_CMP_GREATER:
377 return GL_GREATER;
378 case WINED3D_CMP_NOTEQUAL:
379 return GL_NOTEQUAL;
380 case WINED3D_CMP_GREATEREQUAL:
381 return GL_GEQUAL;
382 case WINED3D_CMP_ALWAYS:
383 return GL_ALWAYS;
384 default:
385 if (!f)
386 WARN("Unrecognized compare function %#x.\n", f);
387 else
388 FIXME("Unrecognized compare function %#x.\n", f);
389 return GL_NONE;
393 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
395 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
396 struct wined3d_color color;
398 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
399 TRACE("Setting ambient to %s.\n", debug_color(&color));
400 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
401 checkGLcall("glLightModel for MODEL_AMBIENT");
404 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
406 switch (op)
408 case WINED3D_BLEND_OP_ADD:
409 return GL_FUNC_ADD;
410 case WINED3D_BLEND_OP_SUBTRACT:
411 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
412 case WINED3D_BLEND_OP_REVSUBTRACT:
413 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
414 case WINED3D_BLEND_OP_MIN:
415 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
416 case WINED3D_BLEND_OP_MAX:
417 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
418 default:
419 if (!op)
420 WARN("Unhandled blend op %#x.\n", op);
421 else
422 FIXME("Unhandled blend op %#x.\n", op);
423 return GL_FUNC_ADD;
427 static void blendop(const struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
429 const struct wined3d_blend_state *b = state->blend_state;
430 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
431 GLenum blend_equation = GL_FUNC_ADD_EXT;
433 if (!gl_info->supported[WINED3D_GL_BLEND_EQUATION])
435 WARN("Unsupported in local OpenGL implementation: glBlendEquation.\n");
436 return;
439 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
440 if (b->desc.rt[0].op_alpha && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
442 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
443 return;
446 blend_equation = gl_blend_op(gl_info, b->desc.rt[0].op);
447 blend_equation_alpha = gl_blend_op(gl_info, b->desc.rt[0].op_alpha);
448 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
450 if (b->desc.rt[0].op != b->desc.rt[0].op_alpha)
452 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
453 checkGLcall("glBlendEquationSeparate");
455 else
457 GL_EXTCALL(glBlendEquation(blend_equation));
458 checkGLcall("glBlendEquation");
462 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
464 switch (factor)
466 case WINED3D_BLEND_ZERO:
467 return GL_ZERO;
468 case WINED3D_BLEND_ONE:
469 return GL_ONE;
470 case WINED3D_BLEND_SRCCOLOR:
471 return GL_SRC_COLOR;
472 case WINED3D_BLEND_INVSRCCOLOR:
473 return GL_ONE_MINUS_SRC_COLOR;
474 case WINED3D_BLEND_SRCALPHA:
475 return GL_SRC_ALPHA;
476 case WINED3D_BLEND_INVSRCALPHA:
477 return GL_ONE_MINUS_SRC_ALPHA;
478 case WINED3D_BLEND_DESTCOLOR:
479 return GL_DST_COLOR;
480 case WINED3D_BLEND_INVDESTCOLOR:
481 return GL_ONE_MINUS_DST_COLOR;
482 /* To compensate for the lack of format switching with backbuffer
483 * offscreen rendering, and with onscreen rendering, we modify the
484 * alpha test parameters for (INV)DESTALPHA if the render target
485 * doesn't support alpha blending. A nonexistent alpha channel
486 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
487 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
488 case WINED3D_BLEND_DESTALPHA:
489 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
490 case WINED3D_BLEND_INVDESTALPHA:
491 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
492 case WINED3D_BLEND_SRCALPHASAT:
493 return GL_SRC_ALPHA_SATURATE;
494 case WINED3D_BLEND_BLENDFACTOR:
495 return GL_CONSTANT_COLOR_EXT;
496 case WINED3D_BLEND_INVBLENDFACTOR:
497 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
498 case WINED3D_BLEND_SRC1COLOR:
499 return GL_SRC1_COLOR;
500 case WINED3D_BLEND_INVSRC1COLOR:
501 return GL_ONE_MINUS_SRC1_COLOR;
502 case WINED3D_BLEND_SRC1ALPHA:
503 return GL_SRC1_ALPHA;
504 case WINED3D_BLEND_INVSRC1ALPHA:
505 return GL_ONE_MINUS_SRC1_ALPHA;
506 default:
507 if (!factor)
508 WARN("Unhandled blend factor %#x.\n", factor);
509 else
510 FIXME("Unhandled blend factor %#x.\n", factor);
511 return GL_NONE;
515 static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend,
516 enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend,
517 const struct wined3d_format *rt_format)
519 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
520 * source blending values which are still valid up to d3d9. They should
521 * not occur as dest blend values. */
522 if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA)
524 *src_blend = GL_SRC_ALPHA;
525 *dst_blend = GL_ONE_MINUS_SRC_ALPHA;
527 else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
529 *src_blend = GL_ONE_MINUS_SRC_ALPHA;
530 *dst_blend = GL_SRC_ALPHA;
532 else
534 *src_blend = gl_blend_factor(d3d_src_blend, rt_format);
535 *dst_blend = gl_blend_factor(d3d_dst_blend, rt_format);
539 static void state_blend_factor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
541 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
544 static void state_blend_factor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
546 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
547 const struct wined3d_color *factor = &state->blend_factor;
549 TRACE("Setting blend factor to %s.\n", debug_color(factor));
551 GL_EXTCALL(glBlendColor(factor->r, factor->g, factor->b, factor->a));
552 checkGLcall("glBlendColor");
555 static BOOL is_blend_enabled(struct wined3d_context *context, const struct wined3d_state *state, UINT index)
557 const struct wined3d_blend_state *b = state->blend_state;
559 if (!state->fb.render_targets[index])
560 return FALSE;
562 if (!b->desc.rt[index].enable)
563 return FALSE;
565 /* Disable blending in all cases even without pixel shaders.
566 * With blending on we could face a big performance penalty.
567 * The d3d9 visual test confirms the behavior. */
568 if (context->render_offscreen
569 && !(state->fb.render_targets[index]->format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
570 return FALSE;
572 return TRUE;
575 static void blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
577 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
578 const struct wined3d_blend_state *b = state->blend_state;
579 const struct wined3d_format *rt_format;
580 GLenum src_blend, dst_blend;
581 unsigned int mask;
583 if (gl_info->supported[ARB_MULTISAMPLE])
585 if (b && b->desc.alpha_to_coverage)
586 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
587 else
588 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
589 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
592 if (b && b->desc.independent)
593 WARN("Independent blend is not supported by this GL implementation.\n");
595 mask = b ? b->desc.rt[0].writemask : 0xf;
597 gl_info->gl_ops.gl.p_glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
598 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
599 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
600 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
601 checkGLcall("glColorMask");
603 if (!b || !is_blend_enabled(context, state, 0))
605 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
606 checkGLcall("glDisable GL_BLEND");
607 return;
610 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
611 checkGLcall("glEnable GL_BLEND");
613 rt_format = state->fb.render_targets[0]->format;
615 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[0].src, b->desc.rt[0].dst, rt_format);
617 blendop(state, gl_info);
619 if (b->desc.rt[0].src != b->desc.rt[0].src_alpha || b->desc.rt[0].dst != b->desc.rt[0].dst_alpha)
621 GLenum src_blend_alpha, dst_blend_alpha;
623 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
624 if (!gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
626 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
627 return;
630 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, b->desc.rt[0].src_alpha, b->desc.rt[0].dst_alpha, rt_format);
632 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
633 checkGLcall("glBlendFuncSeparate");
635 else
637 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend);
638 gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend);
639 checkGLcall("glBlendFunc");
642 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
643 * updating. */
644 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
645 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
648 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
650 GL_EXTCALL(glColorMaski(index,
651 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
652 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
653 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
654 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
655 checkGLcall("glColorMaski");
658 static void blend_db2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
660 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
661 GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
662 const struct wined3d_blend_state *b = state->blend_state;
663 const struct wined3d_format *rt_format;
664 BOOL dual_source = b && b->dual_source;
665 unsigned int i;
667 if (b && b->desc.alpha_to_coverage)
668 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
669 else
670 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
671 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
673 if (context->last_was_dual_source_blend != dual_source)
675 /* Dual source blending changes the location of the output varyings. */
676 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
677 context->last_was_dual_source_blend = dual_source;
680 if (!b || !b->desc.independent)
682 blend(context, state, state_id);
683 return;
686 rt_format = state->fb.render_targets[0]->format;
687 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[0].src, b->desc.rt[0].dst, rt_format);
688 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, b->desc.rt[0].src_alpha, b->desc.rt[0].dst_alpha, rt_format);
690 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
691 checkGLcall("glBlendFuncSeparate");
693 GL_EXTCALL(glBlendEquationSeparate(gl_blend_op(gl_info, b->desc.rt[0].op),
694 gl_blend_op(gl_info, b->desc.rt[0].op_alpha)));
695 checkGLcall("glBlendEquationSeparate");
697 for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
699 set_color_mask(gl_info, i, b->desc.rt[i].writemask);
701 if (!is_blend_enabled(context, state, i))
703 GL_EXTCALL(glDisablei(GL_BLEND, i));
704 checkGLcall("glDisablei GL_BLEND");
705 continue;
708 GL_EXTCALL(glEnablei(GL_BLEND, i));
709 checkGLcall("glEnablei GL_BLEND");
711 if (b->desc.rt[i].src != b->desc.rt[0].src
712 || b->desc.rt[i].dst != b->desc.rt[0].dst
713 || b->desc.rt[i].op != b->desc.rt[0].op
714 || b->desc.rt[i].src_alpha != b->desc.rt[0].src_alpha
715 || b->desc.rt[i].dst_alpha != b->desc.rt[0].dst_alpha
716 || b->desc.rt[i].op_alpha != b->desc.rt[0].op_alpha)
717 WARN("Independent blend equations and blend functions are not supported by this GL implementation.\n");
720 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
721 * updating. */
722 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
723 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
726 static void blend_dbb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
728 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
729 const struct wined3d_blend_state *b = state->blend_state;
730 BOOL dual_source = b && b->dual_source;
731 unsigned int i;
733 if (b && b->desc.alpha_to_coverage)
734 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
735 else
736 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
737 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
739 if (context->last_was_dual_source_blend != dual_source)
741 /* Dual source blending changes the location of the output varyings. */
742 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
743 context->last_was_dual_source_blend = dual_source;
746 if (!b || !b->desc.independent)
748 blend(context, state, state_id);
749 return;
752 for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
754 GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
755 const struct wined3d_format *rt_format;
757 set_color_mask(gl_info, i, b->desc.rt[i].writemask);
759 if (!is_blend_enabled(context, state, i))
761 GL_EXTCALL(glDisablei(GL_BLEND, i));
762 checkGLcall("glDisablei GL_BLEND");
763 continue;
766 GL_EXTCALL(glEnablei(GL_BLEND, i));
767 checkGLcall("glEnablei GL_BLEND");
769 rt_format = state->fb.render_targets[i]->format;
770 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[i].src, b->desc.rt[i].dst, rt_format);
771 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha,
772 b->desc.rt[i].src_alpha, b->desc.rt[i].dst_alpha, rt_format);
774 GL_EXTCALL(glBlendFuncSeparatei(i, src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
775 checkGLcall("glBlendFuncSeparatei");
777 GL_EXTCALL(glBlendEquationSeparatei(i, gl_blend_op(gl_info, b->desc.rt[i].op),
778 gl_blend_op(gl_info, b->desc.rt[i].op_alpha)));
779 checkGLcall("glBlendEquationSeparatei");
782 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
783 * updating. */
784 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
785 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
788 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
790 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
791 int glParm = 0;
792 float ref;
793 BOOL enable_ckey = FALSE;
795 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
797 /* Find out if the texture on the first stage has a ckey set. The alpha
798 * state func reads the texture settings, even though alpha and texture
799 * are not grouped together. This is to avoid making a huge alpha +
800 * texture + texture stage + ckey block due to the hardly used
801 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
802 * function will call alpha in case it finds some texture + colorkeyenable
803 * combination which needs extra care. */
804 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
805 enable_ckey = TRUE;
807 if (enable_ckey || context->last_was_ckey)
808 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
809 context->last_was_ckey = enable_ckey;
811 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
812 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
814 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
815 checkGLcall("glEnable GL_ALPHA_TEST");
817 else
819 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
820 checkGLcall("glDisable GL_ALPHA_TEST");
821 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
822 * enable call
824 return;
827 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
829 glParm = GL_NOTEQUAL;
830 ref = 0.0f;
832 else
834 ref = wined3d_alpha_ref(state);
835 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
837 if (glParm)
839 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
840 checkGLcall("glAlphaFunc");
844 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
846 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
847 uint32_t enable_mask;
849 if (use_vs(state) && !context->d3d_info->vs_clipping)
851 static BOOL warned;
853 /* The OpenGL spec says that clipping planes are disabled when using
854 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
855 * driver keeps clipping planes activated with shaders in some
856 * conditions I got sick of tracking down. The shader state handler
857 * disables all clip planes because of that - don't do anything here
858 * and keep them disabled. */
859 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
860 FIXME("Clipping not supported with vertex shaders.\n");
861 return;
864 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
865 * The enabled / disabled planes are hardcoded into the shader. Update the
866 * shader to update the enabled clipplanes. In case of fixed function, we
867 * need to update the clipping field from ffp_vertex_settings. */
868 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
870 /* If enabling / disabling all
871 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
873 enable_mask = state->render_states[WINED3D_RS_CLIPPING] ?
874 state->render_states[WINED3D_RS_CLIPPLANEENABLE] : 0;
875 wined3d_context_gl_enable_clip_distances(context_gl, enable_mask);
878 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
880 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
882 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
883 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
884 * specular color. This is wrong:
885 * Separate specular color means the specular colour is maintained separately, whereas
886 * single color means it is merged in. However in both cases they are being used to
887 * some extent.
888 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
889 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
890 * running 1.4 yet!
893 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
894 * Instead, we need to setup the FinalCombiner properly.
896 * The default setup for the FinalCombiner is:
898 * <variable> <input> <mapping> <usage>
899 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
900 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
901 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
902 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
903 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
904 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
905 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
907 * That's pretty much fine as it is, except for variable B, which needs to take
908 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
909 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
912 TRACE("Setting specular enable state and materials\n");
913 if (state->render_states[WINED3D_RS_SPECULARENABLE])
915 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
916 checkGLcall("glMaterialfv");
918 if (state->material.power > gl_info->limits.shininess)
920 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
921 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
922 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
923 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
924 * them, it should be safe to do so without major visual distortions.
926 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
927 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
929 else
931 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
933 checkGLcall("glMaterialf(GL_SHININESS)");
935 if (gl_info->supported[EXT_SECONDARY_COLOR])
936 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
937 else
938 TRACE("Specular colors cannot be enabled in this version of opengl\n");
939 checkGLcall("glEnable(GL_COLOR_SUM)");
941 if (gl_info->supported[NV_REGISTER_COMBINERS])
943 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
944 checkGLcall("glFinalCombinerInputNV()");
946 } else {
947 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
949 /* for the case of enabled lighting: */
950 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
951 checkGLcall("glMaterialfv");
953 /* for the case of disabled lighting: */
954 if (gl_info->supported[EXT_SECONDARY_COLOR])
955 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
956 else
957 TRACE("Specular colors cannot be disabled in this version of opengl\n");
958 checkGLcall("glDisable(GL_COLOR_SUM)");
960 if (gl_info->supported[NV_REGISTER_COMBINERS])
962 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
963 checkGLcall("glFinalCombinerInputNV()");
967 TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
968 TRACE("ambient %s\n", debug_color(&state->material.ambient));
969 TRACE("specular %s\n", debug_color(&state->material.specular));
970 TRACE("emissive %s\n", debug_color(&state->material.emissive));
972 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
973 checkGLcall("glMaterialfv(GL_AMBIENT)");
974 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
975 checkGLcall("glMaterialfv(GL_DIFFUSE)");
976 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
977 checkGLcall("glMaterialfv(GL_EMISSION)");
980 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
982 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
983 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
984 struct wined3d_color color;
985 unsigned int i;
987 /* Note the texture color applies to all textures whereas
988 * GL_TEXTURE_ENV_COLOR applies to active only. */
989 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
991 /* And now the default texture color as well */
992 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
994 /* Note the WINED3D_RS value applies to all textures, but GL has one
995 * per texture, so apply it now ready to be used! */
996 wined3d_context_gl_active_texture(context_gl, gl_info, i);
998 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
999 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
1003 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
1004 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
1006 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1008 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1009 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1010 GL_EXTCALL(glActiveStencilFaceEXT(face));
1011 checkGLcall("glActiveStencilFaceEXT(...)");
1012 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
1013 checkGLcall("glStencilFunc(...)");
1014 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
1015 checkGLcall("glStencilOp(...)");
1018 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
1020 switch (op)
1022 case WINED3D_STENCIL_OP_KEEP:
1023 return GL_KEEP;
1024 case WINED3D_STENCIL_OP_ZERO:
1025 return GL_ZERO;
1026 case WINED3D_STENCIL_OP_REPLACE:
1027 return GL_REPLACE;
1028 case WINED3D_STENCIL_OP_INCR_SAT:
1029 return GL_INCR;
1030 case WINED3D_STENCIL_OP_DECR_SAT:
1031 return GL_DECR;
1032 case WINED3D_STENCIL_OP_INVERT:
1033 return GL_INVERT;
1034 case WINED3D_STENCIL_OP_INCR:
1035 return GL_INCR_WRAP;
1036 case WINED3D_STENCIL_OP_DECR:
1037 return GL_DECR_WRAP;
1038 default:
1039 if (!op)
1040 WARN("Unrecognized stencil op %#x.\n", op);
1041 else
1042 FIXME("Unrecognized stencil op %#x.\n", op);
1043 return GL_KEEP;
1047 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state)
1049 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1050 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1051 GLint func;
1052 GLint func_back;
1053 GLint ref;
1054 GLuint mask;
1055 GLint stencilFail;
1056 GLint stencilFail_back;
1057 GLint stencilPass;
1058 GLint stencilPass_back;
1059 GLint depthFail;
1060 GLint depthFail_back;
1062 /* No stencil test without a stencil buffer. */
1063 if (!state->fb.depth_stencil || !d || !d->desc.stencil)
1065 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1066 checkGLcall("glDisable GL_STENCIL_TEST");
1067 return;
1070 if (!(func = wined3d_gl_compare_func(d->desc.front.func)))
1071 func = GL_ALWAYS;
1072 if (!(func_back = wined3d_gl_compare_func(d->desc.back.func)))
1073 func_back = GL_ALWAYS;
1074 mask = d->desc.stencil_read_mask;
1075 ref = state->stencil_ref & ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
1076 stencilFail = gl_stencil_op(d->desc.front.fail_op);
1077 depthFail = gl_stencil_op(d->desc.front.depth_fail_op);
1078 stencilPass = gl_stencil_op(d->desc.front.pass_op);
1079 stencilFail_back = gl_stencil_op(d->desc.back.fail_op);
1080 depthFail_back = gl_stencil_op(d->desc.back.depth_fail_op);
1081 stencilPass_back = gl_stencil_op(d->desc.back.pass_op);
1083 TRACE("(ref %x, mask %x, "
1084 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
1085 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
1086 ref, mask,
1087 func, stencilFail, depthFail, stencilPass,
1088 func_back, stencilFail_back, depthFail_back, stencilPass_back);
1090 if (memcmp(&d->desc.front, &d->desc.back, sizeof(d->desc.front)))
1092 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
1093 checkGLcall("glEnable GL_STENCIL_TEST");
1095 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
1097 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
1098 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
1099 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask));
1100 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
1101 checkGLcall("setting two sided stencil state");
1103 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
1105 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
1106 * which has an effect on the code below too. If we apply the front face
1107 * afterwards, we are sure that the active stencil face is set to front,
1108 * and other stencil functions which do not use two sided stencil do not have
1109 * to set it back
1111 renderstate_stencil_twosided(context, GL_BACK,
1112 func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back);
1113 renderstate_stencil_twosided(context, GL_FRONT,
1114 func, ref, mask, stencilFail, depthFail, stencilPass);
1116 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
1118 GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask));
1119 checkGLcall("glStencilFuncSeparateATI(...)");
1120 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
1121 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
1122 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
1123 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
1125 else
1127 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
1130 else
1132 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
1134 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1135 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1138 /* This code disables the ATI extension as well, since the standard stencil functions are equal
1139 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
1141 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
1142 checkGLcall("glEnable GL_STENCIL_TEST");
1143 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
1144 checkGLcall("glStencilFunc(...)");
1145 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
1146 checkGLcall("glStencilOp(...)");
1150 static void depth(struct wined3d_context *context, const struct wined3d_state *state)
1152 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1153 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1154 BOOL enable_depth = d ? d->desc.depth : TRUE;
1155 GLenum depth_func = GL_LESS;
1157 if (!state->fb.depth_stencil)
1159 TRACE("No depth/stencil buffer is attached; disabling depth test.\n");
1160 enable_depth = FALSE;
1163 if (enable_depth)
1165 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
1166 checkGLcall("glEnable GL_DEPTH_TEST");
1168 else
1170 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
1171 checkGLcall("glDisable GL_DEPTH_TEST");
1174 if (!d || d->desc.depth_write)
1176 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
1177 checkGLcall("glDepthMask(GL_TRUE)");
1179 else
1181 gl_info->gl_ops.gl.p_glDepthMask(GL_FALSE);
1182 checkGLcall("glDepthMask(GL_FALSE)");
1185 if (d)
1186 depth_func = wined3d_gl_compare_func(d->desc.depth_func);
1187 if (depth_func)
1189 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
1190 checkGLcall("glDepthFunc");
1193 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
1194 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
1197 static void depth_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1199 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1200 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1201 GLuint stencil_write_mask = 0;
1203 depth(context, state);
1204 state_stencil(context, state);
1206 if (state->fb.depth_stencil)
1207 stencil_write_mask = d ? d->desc.stencil_write_mask : ~0u;
1209 gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
1210 checkGLcall("glStencilMask");
1213 static void depth_stencil_2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1215 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1216 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1217 GLuint stencil_write_mask = 0;
1219 depth(context, state);
1220 state_stencil(context, state);
1222 if (state->fb.depth_stencil)
1223 stencil_write_mask = d ? d->desc.stencil_write_mask : ~0u;
1225 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
1226 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1227 gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
1228 checkGLcall("glStencilMask");
1229 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
1230 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1231 gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
1234 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1236 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1238 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1240 if (!state->render_states[WINED3D_RS_FOGENABLE])
1241 return;
1243 /* Table fog on: Never use fog coords, and use per-fragment fog */
1244 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
1246 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
1247 if (context->fog_coord)
1249 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1250 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1251 context->fog_coord = FALSE;
1254 /* Range fog is only used with per-vertex fog in d3d */
1255 if (gl_info->supported[NV_FOG_DISTANCE])
1257 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1258 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1260 return;
1263 /* Otherwise use per-vertex fog in any case */
1264 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
1266 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
1268 /* No fog at all, or transformed vertices: Use fog coord */
1269 if (!context->fog_coord)
1271 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1272 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1273 context->fog_coord = TRUE;
1276 else
1278 /* Otherwise, use the fragment depth */
1279 if (context->fog_coord)
1281 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1282 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1283 context->fog_coord = FALSE;
1286 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1288 if (gl_info->supported[NV_FOG_DISTANCE])
1290 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1291 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1293 else
1295 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1298 else if (gl_info->supported[NV_FOG_DISTANCE])
1300 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1301 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1306 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1308 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1309 float fogstart, fogend;
1311 get_fog_start_end(context, state, &fogstart, &fogend);
1313 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1314 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1315 TRACE("Fog Start == %f\n", fogstart);
1317 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1318 checkGLcall("glFogf(GL_FOG_END, fogend)");
1319 TRACE("Fog End == %f\n", fogend);
1322 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1324 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1325 enum fogsource new_source;
1326 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1327 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1329 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1331 if (!state->render_states[WINED3D_RS_FOGENABLE])
1333 /* No fog? Disable it, and we're done :-) */
1334 gl_info->p_glDisableWINE(GL_FOG);
1335 checkGLcall("glDisable GL_FOG");
1336 return;
1339 /* Fog Rules:
1341 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1342 * It can use the Z value of the vertex, or the alpha component of the specular color.
1343 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1344 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1345 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1347 * FOGTABLEMODE != NONE:
1348 * The Z value is used, with the equation specified, no matter what vertex type.
1350 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1351 * Per vertex fog is calculated using the specified fog equation and the parameters
1353 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1354 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1355 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1358 * Rules for vertex fog with shaders:
1360 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1361 * the fog computation to happen during transformation while openGL expects it to happen
1362 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1363 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1364 * To solve this problem, WineD3D does:
1365 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1366 * shader,
1367 * and 2) disables the fog computation (in either the fixed function or programmable
1368 * rasterizer) if using a vertex program.
1370 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1371 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1372 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1373 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1374 * There are some GL differences between specular fog coords and vertex shaders though.
1376 * With table fog the vertex shader fog coordinate is ignored.
1378 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1379 * without shaders).
1382 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1383 * the system will apply only pixel(=table) fog effects."
1385 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1387 if (use_vs(state))
1389 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1390 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1391 new_source = FOGSOURCE_VS;
1393 else
1395 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1397 /* If processed vertices are used, fall through to the NONE case */
1398 case WINED3D_FOG_EXP:
1399 if (!context->last_was_rhw)
1401 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1402 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1403 new_source = FOGSOURCE_FFP;
1404 break;
1406 /* drop through */
1408 case WINED3D_FOG_EXP2:
1409 if (!context->last_was_rhw)
1411 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1412 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1413 new_source = FOGSOURCE_FFP;
1414 break;
1416 /* drop through */
1418 case WINED3D_FOG_LINEAR:
1419 if (!context->last_was_rhw)
1421 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1422 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1423 new_source = FOGSOURCE_FFP;
1424 break;
1426 /* drop through */
1428 case WINED3D_FOG_NONE:
1429 /* Both are none? According to msdn the alpha channel of
1430 * the specular colour contains a fog factor. Set it in
1431 * draw_primitive_immediate_mode(). Same happens with
1432 * vertex fog on transformed vertices. */
1433 new_source = FOGSOURCE_COORD;
1434 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1435 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1436 break;
1438 default:
1439 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1440 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1441 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1444 } else {
1445 new_source = FOGSOURCE_FFP;
1447 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1449 case WINED3D_FOG_EXP:
1450 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1451 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1452 break;
1454 case WINED3D_FOG_EXP2:
1455 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1456 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1457 break;
1459 case WINED3D_FOG_LINEAR:
1460 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1461 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1462 break;
1464 case WINED3D_FOG_NONE: /* Won't happen */
1465 default:
1466 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1467 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1471 gl_info->p_glEnableWINE(GL_FOG);
1472 checkGLcall("glEnable GL_FOG");
1473 if (new_source != context->fog_source || fogstart == fogend)
1475 context->fog_source = new_source;
1476 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1480 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1482 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1483 struct wined3d_color color;
1485 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1486 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
1487 checkGLcall("glFog GL_FOG_COLOR");
1490 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1492 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1493 union {
1494 DWORD d;
1495 float f;
1496 } tmpvalue;
1498 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1499 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1500 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1503 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1505 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1506 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1507 GLenum Parm = 0;
1509 context_gl->untracked_material_count = 0;
1510 if ((context_gl->c.stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1511 && state->render_states[WINED3D_RS_COLORVERTEX])
1513 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1514 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1515 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1516 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1517 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1519 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1521 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1522 Parm = GL_AMBIENT_AND_DIFFUSE;
1523 else
1524 Parm = GL_DIFFUSE;
1525 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1526 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
1527 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1528 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1530 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1532 Parm = GL_AMBIENT;
1533 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1534 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
1535 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1536 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1538 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1540 Parm = GL_EMISSION;
1541 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1542 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1544 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1546 Parm = GL_SPECULAR;
1550 /* Nothing changed, return. */
1551 if (Parm == context_gl->tracking_parm)
1552 return;
1554 if (!Parm)
1556 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1557 checkGLcall("glDisable GL_COLOR_MATERIAL");
1559 else
1561 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1562 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1563 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1564 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1567 /* Apparently calls to glMaterialfv are ignored for properties we're
1568 * tracking with glColorMaterial, so apply those here. */
1569 switch (context_gl->tracking_parm)
1571 case GL_AMBIENT_AND_DIFFUSE:
1572 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1573 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1574 checkGLcall("glMaterialfv");
1575 break;
1577 case GL_DIFFUSE:
1578 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1579 checkGLcall("glMaterialfv");
1580 break;
1582 case GL_AMBIENT:
1583 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1584 checkGLcall("glMaterialfv");
1585 break;
1587 case GL_EMISSION:
1588 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1589 checkGLcall("glMaterialfv");
1590 break;
1592 case GL_SPECULAR:
1593 /* Only change material color if specular is enabled, otherwise it is set to black */
1594 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1596 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1597 checkGLcall("glMaterialfv");
1599 else
1601 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1602 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1603 checkGLcall("glMaterialfv");
1605 break;
1608 context_gl->tracking_parm = Parm;
1611 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1613 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1614 union
1616 DWORD d;
1617 struct wined3d_line_pattern lp;
1618 } tmppattern;
1619 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1621 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1623 if (tmppattern.lp.repeat_factor)
1625 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1626 checkGLcall("glLineStipple(repeat, linepattern)");
1627 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1628 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1630 else
1632 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1633 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1637 static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1639 static unsigned int once;
1641 if (!once++)
1642 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1645 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1647 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1649 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1650 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1651 * by zero and is not properly defined in opengl, so avoid it
1653 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1654 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1656 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1657 checkGLcall("glEnable(GL_NORMALIZE);");
1659 else
1661 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1662 checkGLcall("glDisable(GL_NORMALIZE);");
1666 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1668 float min, max;
1670 get_pointsize_minmax(context, state, &min, &max);
1672 if (min != 1.0f)
1673 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1674 if (max != 64.0f)
1675 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1678 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1680 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1681 float min, max;
1683 get_pointsize_minmax(context, state, &min, &max);
1685 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1686 checkGLcall("glPointParameterfEXT(...)");
1687 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1688 checkGLcall("glPointParameterfEXT(...)");
1691 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1693 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1694 float min, max;
1696 get_pointsize_minmax(context, state, &min, &max);
1698 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1699 checkGLcall("glPointParameterfARB(...)");
1700 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1701 checkGLcall("glPointParameterfARB(...)");
1704 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1706 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1707 float att[3];
1708 float pointsize;
1710 get_pointsize(context, state, &pointsize, att);
1712 if (gl_info->supported[ARB_POINT_PARAMETERS])
1714 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1715 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1717 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1719 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1720 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1722 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1724 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1727 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1728 checkGLcall("glPointSize(...);");
1731 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1733 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1736 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1738 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1740 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1742 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1743 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1745 else
1747 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1748 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1752 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1754 if (state->render_states[WINED3D_RS_LASTPIXEL])
1756 TRACE("Last Pixel Drawing Enabled\n");
1758 else
1760 static BOOL warned;
1761 if (!warned) {
1762 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1763 warned = TRUE;
1764 } else {
1765 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1770 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1772 static BOOL warned;
1774 /* TODO: NV_POINT_SPRITE */
1775 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1777 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1778 FIXME("Point sprites not supported\n");
1779 warned = TRUE;
1783 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1785 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1787 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1789 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1790 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1792 else
1794 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1795 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1799 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1801 static unsigned int once;
1803 if ((state->render_states[WINED3D_RS_WRAP0]
1804 || state->render_states[WINED3D_RS_WRAP1]
1805 || state->render_states[WINED3D_RS_WRAP2]
1806 || state->render_states[WINED3D_RS_WRAP3]
1807 || state->render_states[WINED3D_RS_WRAP4]
1808 || state->render_states[WINED3D_RS_WRAP5]
1809 || state->render_states[WINED3D_RS_WRAP6]
1810 || state->render_states[WINED3D_RS_WRAP7]
1811 || state->render_states[WINED3D_RS_WRAP8]
1812 || state->render_states[WINED3D_RS_WRAP9]
1813 || state->render_states[WINED3D_RS_WRAP10]
1814 || state->render_states[WINED3D_RS_WRAP11]
1815 || state->render_states[WINED3D_RS_WRAP12]
1816 || state->render_states[WINED3D_RS_WRAP13]
1817 || state->render_states[WINED3D_RS_WRAP14]
1818 || state->render_states[WINED3D_RS_WRAP15])
1819 && !once++)
1820 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1823 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1825 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1826 WARN("Multisample antialiasing not supported by GL.\n");
1829 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1831 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1833 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1835 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1836 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1838 else
1840 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1841 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1845 static void line_antialias(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
1847 if (r && r->desc.line_antialias)
1849 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
1850 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1852 else
1854 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
1855 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1859 static void scissor(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
1861 if (r && r->desc.scissor)
1863 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1864 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1866 else
1868 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1869 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1873 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1874 * OpenGL the bias is specified in units of "the smallest value that is
1875 * guaranteed to produce a resolvable offset for a given implementation". To
1876 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1877 * We try to detect the value from GL with test draws. On most drivers (r300g,
1878 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1879 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1880 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1881 * not depend on the depth buffer precision on any driver.
1883 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1884 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1886 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1887 * doesn't need to be scaled to account for GL vs D3D differences. */
1888 static void depthbias(struct wined3d_context *context, const struct wined3d_state *state)
1890 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1891 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
1892 float scale_bias = r ? r->desc.scale_bias : 0.0f;
1893 union
1895 DWORD d;
1896 float f;
1897 } const_bias;
1899 const_bias.f = r ? r->desc.depth_bias : 0.0f;
1901 if (scale_bias || const_bias.f)
1903 const struct wined3d_rendertarget_view *depth = state->fb.depth_stencil;
1904 float factor, units, scale, clamp;
1906 clamp = r ? r->desc.depth_bias_clamp : 0.0f;
1908 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS)
1910 factor = units = -(float)const_bias.d;
1912 else
1914 if (depth)
1916 scale = depth->format->depth_bias_scale;
1918 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1919 debug_d3dformat(depth->format->id), scale);
1921 else
1923 /* The context manager will reapply this state on a depth stencil change */
1924 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1925 scale = 0.0f;
1928 factor = scale_bias;
1929 units = const_bias.f * scale;
1932 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1933 if (gl_info->supported[ARB_POLYGON_OFFSET_CLAMP])
1935 gl_info->gl_ops.ext.p_glPolygonOffsetClamp(factor, units, clamp);
1937 else
1939 if (clamp != 0.0f)
1940 WARN("Ignoring depth bias clamp %.8e.\n", clamp);
1941 gl_info->gl_ops.gl.p_glPolygonOffset(factor, units);
1944 else
1946 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1949 checkGLcall("depth bias");
1952 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1954 if (state->render_states[WINED3D_RS_ZVISIBLE])
1955 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1958 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1960 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1961 FIXME("Stippled Alpha not supported yet.\n");
1964 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1966 if (state->render_states[WINED3D_RS_ANTIALIAS])
1967 FIXME("Antialias not supported yet.\n");
1970 static void state_sample_mask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1972 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1973 unsigned int sample_mask = state->sample_mask;
1975 TRACE("Setting sample mask to %#x.\n", sample_mask);
1976 if (sample_mask != 0xffffffff)
1978 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_MASK);
1979 checkGLcall("glEnable GL_SAMPLE_MASK");
1980 GL_EXTCALL(glSampleMaski(0, sample_mask));
1981 checkGLcall("glSampleMaski");
1983 else
1985 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_MASK);
1986 checkGLcall("glDisable GL_SAMPLE_MASK");
1990 static void state_sample_mask_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1992 WARN("Unsupported in local OpenGL implementation: glSampleMaski.\n");
1995 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1997 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1998 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1999 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
2002 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2004 union {
2005 DWORD d;
2006 float f;
2007 } tmpvalue;
2008 tmpvalue.f = 1.0f;
2010 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
2012 static BOOL displayed = FALSE;
2014 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
2015 if(!displayed)
2016 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
2018 displayed = TRUE;
2022 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2024 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
2025 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
2026 state->render_states[WINED3D_RS_POSITIONDEGREE]);
2029 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2031 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
2032 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
2033 state->render_states[WINED3D_RS_NORMALDEGREE]);
2036 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2038 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
2039 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
2040 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
2043 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2045 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
2046 union
2048 uint32_t d;
2049 float f;
2050 } zmin, zmax;
2052 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
2054 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
2055 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
2057 /* If zmin is larger than zmax INVALID_VALUE error is generated.
2058 * In d3d9 test is not performed in this case*/
2059 if (zmin.f <= zmax.f)
2061 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
2062 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
2063 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
2064 checkGLcall("glDepthBoundsEXT(...)");
2066 else
2068 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
2069 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2072 else
2074 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
2075 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2078 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
2081 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2083 if (state->render_states[WINED3D_RS_WRAPU])
2084 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
2087 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2089 if (state->render_states[WINED3D_RS_WRAPV])
2090 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
2093 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2095 if (state->render_states[WINED3D_RS_MONOENABLE])
2096 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
2099 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2101 if (state->render_states[WINED3D_RS_ROP2])
2102 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
2105 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2107 if (state->render_states[WINED3D_RS_PLANEMASK])
2108 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
2111 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2113 if (state->render_states[WINED3D_RS_SUBPIXEL])
2114 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
2117 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2119 if (state->render_states[WINED3D_RS_SUBPIXELX])
2120 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
2123 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2125 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
2126 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
2129 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2131 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
2132 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
2135 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2137 if (state->render_states[WINED3D_RS_ANISOTROPY])
2138 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2141 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2143 if (state->render_states[WINED3D_RS_FLUSHBATCH])
2144 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2147 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2149 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2150 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2153 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2155 if (state->render_states[WINED3D_RS_EXTENTS])
2156 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2159 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2161 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2162 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2165 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2167 static int once;
2168 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2170 if (!once++)
2171 FIXME("Software vertex processing not implemented.\n");
2175 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2176 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2177 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2178 * flag specifies the complement of the input should be used. */
2179 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2180 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2182 /* Calculate the operand */
2183 if (complement) {
2184 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2185 else *operand = GL_ONE_MINUS_SRC_COLOR;
2186 } else {
2187 if (from_alpha) *operand = GL_SRC_ALPHA;
2188 else *operand = GL_SRC_COLOR;
2191 /* Calculate the source */
2192 switch (arg & WINED3DTA_SELECTMASK) {
2193 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2194 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2195 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2196 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2197 case WINED3DTA_SPECULAR:
2199 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2200 * 'Secondary color' and isn't supported until base GL supports it
2201 * There is no concept of temp registers as far as I can tell
2203 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2204 *source = GL_TEXTURE;
2205 break;
2206 default:
2207 FIXME("Unrecognized texture arg %#x\n", arg);
2208 *source = GL_TEXTURE;
2209 break;
2213 /* Setup the texture operations texture stage states */
2214 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2215 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2217 GLenum src1, src2, src3;
2218 GLenum opr1, opr2, opr3;
2219 GLenum comb_target;
2220 GLenum src0_target, src1_target, src2_target;
2221 GLenum opr0_target, opr1_target, opr2_target;
2222 GLenum scal_target;
2223 GLenum opr=0, invopr, src3_target, opr3_target;
2224 BOOL Handled = FALSE;
2226 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2228 /* Operations usually involve two args, src0 and src1 and are operations
2229 * of the form (a1 <operation> a2). However, some of the more complex
2230 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2231 * Microsoft added in a third parameter called a0. Therefore these are
2232 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2233 * parameter goes to the front.
2235 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2236 * actual functions below, expect their syntax to differ slightly to those
2237 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2238 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2240 if (isAlpha)
2242 comb_target = GL_COMBINE_ALPHA;
2243 src0_target = GL_SOURCE0_ALPHA;
2244 src1_target = GL_SOURCE1_ALPHA;
2245 src2_target = GL_SOURCE2_ALPHA;
2246 opr0_target = GL_OPERAND0_ALPHA;
2247 opr1_target = GL_OPERAND1_ALPHA;
2248 opr2_target = GL_OPERAND2_ALPHA;
2249 scal_target = GL_ALPHA_SCALE;
2251 else
2253 comb_target = GL_COMBINE_RGB;
2254 src0_target = GL_SOURCE0_RGB;
2255 src1_target = GL_SOURCE1_RGB;
2256 src2_target = GL_SOURCE2_RGB;
2257 opr0_target = GL_OPERAND0_RGB;
2258 opr1_target = GL_OPERAND1_RGB;
2259 opr2_target = GL_OPERAND2_RGB;
2260 scal_target = GL_RGB_SCALE;
2263 /* If a texture stage references an invalid texture unit the stage just
2264 * passes through the result from the previous stage */
2265 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2267 arg1 = WINED3DTA_CURRENT;
2268 op = WINED3D_TOP_SELECT_ARG1;
2271 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2273 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2274 } else {
2275 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2277 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2278 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2280 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2282 Handled = TRUE; /* Assume will be handled */
2284 /* Other texture operations require special extensions: */
2285 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2287 if (isAlpha) {
2288 opr = GL_SRC_ALPHA;
2289 invopr = GL_ONE_MINUS_SRC_ALPHA;
2290 src3_target = GL_SOURCE3_ALPHA_NV;
2291 opr3_target = GL_OPERAND3_ALPHA_NV;
2292 } else {
2293 opr = GL_SRC_COLOR;
2294 invopr = GL_ONE_MINUS_SRC_COLOR;
2295 src3_target = GL_SOURCE3_RGB_NV;
2296 opr3_target = GL_OPERAND3_RGB_NV;
2298 switch (op)
2300 case WINED3D_TOP_DISABLE: /* Only for alpha */
2301 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2302 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2303 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2304 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2305 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2306 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2307 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2308 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2309 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2310 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2311 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2312 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2314 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2315 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2316 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2317 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2318 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2319 break;
2321 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2322 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2323 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2324 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2325 if (op == WINED3D_TOP_SELECT_ARG1)
2327 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2328 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2329 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2330 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2332 else
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2335 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2337 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2339 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2340 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2341 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2342 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2343 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2344 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2345 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2346 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2347 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2348 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2349 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2350 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2351 break;
2353 case WINED3D_TOP_MODULATE:
2354 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2355 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2356 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2357 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2358 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2359 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2360 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2361 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2362 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2363 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2364 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2365 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2366 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2367 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2368 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2369 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2370 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2371 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2372 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2373 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2374 break;
2375 case WINED3D_TOP_MODULATE_2X:
2376 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2377 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2378 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2379 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2380 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2381 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2383 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2385 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2387 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2389 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2391 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2393 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2394 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2395 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2396 break;
2397 case WINED3D_TOP_MODULATE_4X:
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2399 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2401 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2403 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2404 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2405 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2407 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2409 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2411 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2412 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2413 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2415 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2416 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2417 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2418 break;
2420 case WINED3D_TOP_ADD:
2421 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2422 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2423 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2424 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2425 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2426 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2427 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2428 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2429 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2430 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2431 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2432 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2433 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2434 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2435 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2436 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2437 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2438 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2439 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2440 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2441 break;
2443 case WINED3D_TOP_ADD_SIGNED:
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2445 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2446 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2447 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2449 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2451 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2453 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2455 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2456 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2457 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2458 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2459 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2460 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2461 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2463 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2464 break;
2466 case WINED3D_TOP_ADD_SIGNED_2X:
2467 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2468 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2469 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2470 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2471 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2472 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2473 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2474 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2475 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2476 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2477 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2478 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2479 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2480 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2481 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2482 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2483 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2484 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2485 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2486 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2487 break;
2489 case WINED3D_TOP_ADD_SMOOTH:
2490 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2491 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2492 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2493 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2494 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2495 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2496 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2497 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2498 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2499 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2500 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2501 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2502 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2503 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2504 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2505 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2506 switch (opr1) {
2507 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2508 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2509 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2510 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2513 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2515 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2516 break;
2518 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2519 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2520 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2521 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2522 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2523 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2524 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2525 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2526 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2527 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2528 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2529 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2530 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2531 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2532 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2533 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2534 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2535 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2536 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2537 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2538 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2539 break;
2540 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2541 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2542 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2543 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2544 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2545 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2546 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2547 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2548 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2549 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2550 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2551 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2552 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2553 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2554 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2555 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2556 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2557 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2558 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2559 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2560 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2561 break;
2562 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2563 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2564 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2565 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2566 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2567 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2568 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2569 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2570 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2571 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2572 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2573 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2574 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2575 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2576 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2577 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2578 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2579 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2580 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2581 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2582 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2583 break;
2584 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2585 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2586 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
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, GL_ZERO);
2592 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2593 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2594 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2595 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2596 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2597 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2598 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2599 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2600 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2601 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2602 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2603 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2604 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2605 break;
2606 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2607 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2608 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2609 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2610 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2611 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2612 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2613 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2614 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2615 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2616 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2617 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2618 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2619 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2620 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2621 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2622 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2623 switch (opr) {
2624 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2625 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2628 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2630 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2631 break;
2632 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2634 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2635 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2636 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2638 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2640 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2641 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2642 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2643 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2644 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2645 switch (opr1) {
2646 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2647 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2650 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2652 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2654 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2655 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2656 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2657 break;
2658 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2660 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2662 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2664 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2666 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2668 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2670 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2672 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2673 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2674 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2675 switch (opr1) {
2676 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2677 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2678 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2679 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2682 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2683 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2684 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2685 break;
2686 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2687 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2688 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2690 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2691 switch (opr1) {
2692 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2693 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2694 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2695 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2697 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2698 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2699 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2700 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2701 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2702 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2704 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2705 switch (opr1) {
2706 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2707 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2710 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2711 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2712 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2714 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2715 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2716 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2717 break;
2718 case WINED3D_TOP_MULTIPLY_ADD:
2719 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2720 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2722 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2723 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2724 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2725 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2726 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2727 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2728 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2729 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2730 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2732 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2734 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2735 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2736 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2737 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2738 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2739 break;
2741 case WINED3D_TOP_BUMPENVMAP:
2742 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2743 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2744 Handled = FALSE;
2745 break;
2747 default:
2748 Handled = FALSE;
2750 if (Handled)
2752 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2753 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2755 return;
2757 } /* GL_NV_texture_env_combine4 */
2759 Handled = TRUE; /* Again, assume handled */
2760 switch (op) {
2761 case WINED3D_TOP_DISABLE: /* Only for alpha */
2762 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2763 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2764 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2765 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2766 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2767 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2768 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2769 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2770 break;
2771 case WINED3D_TOP_SELECT_ARG1:
2772 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2773 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2774 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2775 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2776 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2777 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2778 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2779 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2780 break;
2781 case WINED3D_TOP_SELECT_ARG2:
2782 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2783 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2784 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2785 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2786 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2787 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2788 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2789 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2790 break;
2791 case WINED3D_TOP_MODULATE:
2792 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2793 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2794 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2795 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2796 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2797 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2798 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2799 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2800 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2801 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2802 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2803 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2804 break;
2805 case WINED3D_TOP_MODULATE_2X:
2806 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2807 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2808 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2809 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2810 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2811 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2812 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2813 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2814 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2815 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2816 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2817 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2818 break;
2819 case WINED3D_TOP_MODULATE_4X:
2820 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2821 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2822 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2823 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2824 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2825 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2826 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2827 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2828 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2829 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2830 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2831 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2832 break;
2833 case WINED3D_TOP_ADD:
2834 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2835 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2836 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2837 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2838 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2839 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2840 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2841 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2842 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2843 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2844 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2845 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2846 break;
2847 case WINED3D_TOP_ADD_SIGNED:
2848 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2849 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2850 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2851 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2852 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2853 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2854 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2855 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2856 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2857 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2858 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2859 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2860 break;
2861 case WINED3D_TOP_ADD_SIGNED_2X:
2862 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2863 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2864 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2865 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2866 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2867 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2868 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2869 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2870 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2871 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2872 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2873 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2874 break;
2875 case WINED3D_TOP_SUBTRACT:
2876 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2878 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2879 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2880 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2881 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2882 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2883 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2884 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2885 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2886 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2887 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2888 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2889 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2890 } else {
2891 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2893 break;
2895 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2896 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2897 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2898 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2899 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2900 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2901 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2902 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2903 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2904 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2905 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2906 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2907 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2908 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2909 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2910 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2911 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2912 break;
2913 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2914 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2915 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2916 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2917 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2918 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2919 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2920 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2921 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2922 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2923 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2924 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2925 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2926 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2927 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2928 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2929 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2930 break;
2931 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2932 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2933 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2934 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2935 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2936 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2937 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2938 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2939 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2940 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2941 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2942 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2943 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2944 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2945 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2946 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2947 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2948 break;
2949 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2950 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2951 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2952 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2953 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2954 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2955 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2956 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2957 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2958 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2959 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2960 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2961 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2962 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2963 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2964 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2965 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2966 break;
2967 case WINED3D_TOP_DOTPRODUCT3:
2968 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2970 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2971 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2973 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2975 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2976 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2977 } else {
2978 FIXME("This version of opengl does not support GL_DOT3\n");
2980 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2981 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2982 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2983 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2984 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2985 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2986 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2987 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2988 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2989 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2990 break;
2991 case WINED3D_TOP_LERP:
2992 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2993 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2994 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2995 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2996 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2997 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2998 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2999 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
3000 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
3001 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
3002 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
3003 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
3004 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
3005 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
3006 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3007 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3008 break;
3009 case WINED3D_TOP_ADD_SMOOTH:
3010 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3012 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3013 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3014 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3015 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3016 switch (opr1) {
3017 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3018 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3019 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3020 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3022 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3023 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3024 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3025 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3026 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
3027 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3028 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3029 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3030 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3031 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3032 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3033 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3034 } else
3035 Handled = FALSE;
3036 break;
3037 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3038 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3040 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3041 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3042 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
3043 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
3044 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
3045 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
3046 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3047 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3048 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
3049 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3050 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3051 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3052 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3053 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3054 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3055 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3056 } else
3057 Handled = FALSE;
3058 break;
3059 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3060 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3062 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3063 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3064 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3065 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3066 switch (opr1) {
3067 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3068 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3069 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3070 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3072 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3073 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3074 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3075 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3076 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
3077 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3078 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3079 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3080 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3081 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3082 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3083 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3084 } else
3085 Handled = FALSE;
3086 break;
3087 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3088 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3090 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3091 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3092 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3093 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3094 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3095 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3096 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3097 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3098 switch (opr1) {
3099 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3100 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3101 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3102 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3104 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3105 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3106 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3107 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3108 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3109 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3110 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3111 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3112 } else
3113 Handled = FALSE;
3114 break;
3115 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3116 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3118 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3119 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3120 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3121 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3122 switch (opr1) {
3123 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3124 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3125 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3126 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3128 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3129 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3130 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3131 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3132 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
3133 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3134 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3135 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3136 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3137 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3138 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3139 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3140 } else
3141 Handled = FALSE;
3142 break;
3143 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3144 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3146 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3147 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3148 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3149 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3150 switch (opr1) {
3151 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3152 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3153 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3154 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3156 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3157 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3158 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3159 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3160 switch (opr1) {
3161 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3162 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3163 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3164 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3166 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3167 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3168 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3169 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3170 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3171 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3172 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3173 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3174 } else
3175 Handled = FALSE;
3176 break;
3177 case WINED3D_TOP_MULTIPLY_ADD:
3178 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3180 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3181 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3182 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3183 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3184 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3185 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3186 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3187 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3188 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3189 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3190 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3191 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3192 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3193 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3194 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3195 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3196 } else
3197 Handled = FALSE;
3198 break;
3199 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3200 case WINED3D_TOP_BUMPENVMAP:
3201 if (gl_info->supported[NV_TEXTURE_SHADER2])
3203 /* Technically texture shader support without register combiners is possible, but not expected to occur
3204 * on real world cards, so for now a fixme should be enough
3206 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3208 Handled = FALSE;
3209 break;
3211 default:
3212 Handled = FALSE;
3215 if (Handled) {
3216 BOOL combineOK = TRUE;
3217 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3219 DWORD op2;
3221 if (isAlpha)
3222 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3223 else
3224 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3226 /* Note: If COMBINE4 in effect can't go back to combine! */
3227 switch (op2)
3229 case WINED3D_TOP_ADD_SMOOTH:
3230 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3231 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3232 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3233 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3234 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3235 case WINED3D_TOP_MULTIPLY_ADD:
3236 /* Ignore those implemented in both cases */
3237 switch (op)
3239 case WINED3D_TOP_SELECT_ARG1:
3240 case WINED3D_TOP_SELECT_ARG2:
3241 combineOK = FALSE;
3242 Handled = FALSE;
3243 break;
3244 default:
3245 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3246 return;
3251 if (combineOK)
3253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3254 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3256 return;
3260 /* After all the extensions, if still unhandled, report fixme */
3261 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3265 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3267 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3268 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3269 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3270 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3271 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3273 TRACE("Setting color op for stage %d\n", stage);
3275 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3276 if (use_ps(state)) return;
3278 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3280 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3282 if (tex_used && mapped_stage >= gl_info->limits.textures)
3284 FIXME("Attempt to enable unsupported stage!\n");
3285 return;
3287 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3290 if (stage >= context->lowest_disabled_stage)
3292 TRACE("Stage disabled\n");
3293 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3295 /* Disable everything here */
3296 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3297 checkGLcall("glDisable(GL_TEXTURE_2D)");
3298 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3299 checkGLcall("glDisable(GL_TEXTURE_3D)");
3300 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3302 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3303 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3305 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3307 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3308 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3311 /* All done */
3312 return;
3315 /* The sampler will also activate the correct texture dimensions, so no
3316 * need to do it here if the sampler for this stage is dirty. */
3317 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3318 texture_activate_dimensions(state->textures[stage], gl_info);
3320 set_tex_op(gl_info, state, FALSE, stage,
3321 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3322 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3323 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3324 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3327 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3329 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3330 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3331 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3332 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3333 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3334 DWORD op, arg1, arg2, arg0;
3336 TRACE("Setting alpha op for stage %d\n", stage);
3337 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3338 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3340 if (tex_used && mapped_stage >= gl_info->limits.textures)
3342 FIXME("Attempt to enable unsupported stage!\n");
3343 return;
3345 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3348 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3349 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3350 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3351 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3353 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3355 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[0]);
3356 GLenum texture_dimensions = texture_gl->target;
3358 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3360 if (texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT
3361 && !texture_gl->t.resource.format->alpha_size)
3363 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3364 * properly. On the other hand applications can still use texture combiners apparently. This code
3365 * takes care that apps cannot remove the texture's alpha channel entirely.
3367 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3368 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3369 * and alpha component of diffuse color to draw things like translucent text and perform other
3370 * blending effects.
3372 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3373 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3374 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3375 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3376 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3377 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3378 * fail alpha test). To get around this, blend state is checked: if the app enables alpha blending,
3379 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with
3380 * texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3382 * What to do with multitexturing? So far no app has been found that uses color keying with
3383 * multitexturing */
3384 if (op == WINED3D_TOP_DISABLE)
3386 arg1 = WINED3DTA_TEXTURE;
3387 op = WINED3D_TOP_SELECT_ARG1;
3389 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3391 if (state->blend_state && state->blend_state->desc.rt[0].enable)
3393 arg2 = WINED3DTA_TEXTURE;
3394 op = WINED3D_TOP_MODULATE;
3396 else arg1 = WINED3DTA_TEXTURE;
3398 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3400 if (state->blend_state && state->blend_state->desc.rt[0].enable)
3402 arg1 = WINED3DTA_TEXTURE;
3403 op = WINED3D_TOP_MODULATE;
3405 else arg2 = WINED3DTA_TEXTURE;
3411 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3412 * this if block here, and the other code(color keying, texture unit selection) are the same
3414 TRACE("Setting alpha op for stage %d\n", stage);
3415 if (gl_info->supported[NV_REGISTER_COMBINERS])
3417 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3418 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3420 else
3422 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3426 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3428 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3429 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3430 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3431 unsigned int mapped_stage = context_gl->tex_unit_map[tex];
3432 struct wined3d_matrix mat;
3434 if (use_vs(state))
3436 TRACE("Using a vertex shader, skipping.\n");
3437 return;
3440 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3441 if (mapped_stage >= gl_info->limits.textures) return;
3443 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3444 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3445 checkGLcall("glMatrixMode(GL_TEXTURE)");
3447 get_texture_matrix(context, state, mapped_stage, &mat);
3449 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3450 checkGLcall("glLoadMatrixf");
3453 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3455 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3456 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3457 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3458 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3460 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3461 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3462 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3463 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3465 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3467 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3468 return;
3471 if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FRAGMENT_SAMPLERS))
3473 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3474 return;
3476 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3478 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3480 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3481 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3482 * means use the vertex position (camera-space) as the input texture coordinates
3483 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3484 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3485 * to the TEXCOORDINDEX value
3487 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3489 case WINED3DTSS_TCI_PASSTHRU:
3490 /* Use the specified texture coordinates contained within the
3491 * vertex format. This value resolves to zero. */
3492 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3493 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3494 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3495 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3496 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3497 break;
3499 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3500 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3501 * as the input texture coordinates for this stage's texture transformation. This
3502 * equates roughly to EYE_LINEAR */
3504 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3505 gl_info->gl_ops.gl.p_glPushMatrix();
3506 gl_info->gl_ops.gl.p_glLoadIdentity();
3507 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3508 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3509 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3510 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3511 gl_info->gl_ops.gl.p_glPopMatrix();
3512 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3514 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3515 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3516 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3517 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3519 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3520 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3521 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3522 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3524 break;
3526 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3527 /* Note that NV_TEXGEN_REFLECTION support is implied when
3528 * ARB_TEXTURE_CUBE_MAP is supported */
3529 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3531 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3532 break;
3535 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3536 gl_info->gl_ops.gl.p_glPushMatrix();
3537 gl_info->gl_ops.gl.p_glLoadIdentity();
3538 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3539 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3540 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3541 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3542 gl_info->gl_ops.gl.p_glPopMatrix();
3543 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3545 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3546 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3547 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3548 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3550 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3551 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3552 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3553 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3555 break;
3557 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3558 /* Note that NV_TEXGEN_REFLECTION support is implied when
3559 * ARB_TEXTURE_CUBE_MAP is supported */
3560 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3562 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3563 break;
3566 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3567 gl_info->gl_ops.gl.p_glPushMatrix();
3568 gl_info->gl_ops.gl.p_glLoadIdentity();
3569 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3570 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3571 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3572 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3573 gl_info->gl_ops.gl.p_glPopMatrix();
3574 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3576 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3577 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3578 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3579 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3581 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3582 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3583 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3584 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3586 break;
3588 case WINED3DTSS_TCI_SPHEREMAP:
3589 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3590 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3591 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3593 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3594 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3595 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3596 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3598 break;
3600 default:
3601 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3602 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3603 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3604 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3605 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3606 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3607 checkGLcall("Disable texgen.");
3609 break;
3612 /* Update the texture matrix. */
3613 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3614 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3616 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3618 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3619 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3620 * and do all the things linked to it
3621 * TODO: Tidy that up to reload only the arrays of the changed unit
3623 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3625 wined3d_context_gl_unload_tex_coords(context_gl);
3626 wined3d_context_gl_load_tex_coords(context_gl, &context->stream_info, &curVBO, state);
3630 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3632 const DWORD sampler = state_id - STATE_SAMPLER(0);
3633 const struct wined3d_texture *texture = state->textures[sampler];
3635 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3637 if (!texture)
3638 return;
3640 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3641 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3642 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3644 if (sampler < WINED3D_MAX_TEXTURES)
3646 const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3648 if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
3650 if (tex_is_pow2)
3651 context->lastWasPow2Texture |= 1u << sampler;
3652 else
3653 context->lastWasPow2Texture &= ~(1u << sampler);
3655 transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3660 static enum wined3d_texture_address wined3d_texture_gl_address_mode(const struct wined3d_texture_gl *texture_gl,
3661 enum wined3d_texture_address t)
3663 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3665 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3666 return WINED3D_TADDRESS_WRAP;
3669 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3670 if (texture_gl->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
3671 && t == WINED3D_TADDRESS_WRAP))
3672 return WINED3D_TADDRESS_CLAMP;
3674 return t;
3677 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3678 const struct wined3d_context_gl *context_gl, const DWORD *sampler_states,
3679 const struct wined3d_texture_gl *texture_gl)
3681 union
3683 float f;
3684 DWORD d;
3685 } lod_bias;
3687 desc->address_u = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3688 desc->address_v = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3689 desc->address_w = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3690 wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
3691 sampler_states[WINED3D_SAMP_BORDER_COLOR]);
3692 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3693 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3694 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3695 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3696 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3697 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3698 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3699 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3700 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3701 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3702 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3703 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3704 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3705 desc->lod_bias = lod_bias.f;
3706 desc->min_lod = -1000.0f;
3707 desc->max_lod = 1000.0f;
3708 desc->mip_base_level = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
3709 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3710 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3711 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3712 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3713 || (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2))
3714 desc->max_anisotropy = 1;
3715 desc->compare = texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_SHADOW;
3716 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3717 desc->srgb_decode = is_srgb_enabled(sampler_states);
3719 if (!(texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FILTERING))
3721 desc->mag_filter = WINED3D_TEXF_POINT;
3722 desc->min_filter = WINED3D_TEXF_POINT;
3723 desc->mip_filter = WINED3D_TEXF_NONE;
3726 if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
3728 desc->mip_filter = WINED3D_TEXF_NONE;
3729 if (context_gl->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3730 desc->min_filter = WINED3D_TEXF_POINT;
3734 /* Enabling and disabling texture dimensions is done by texture stage state /
3735 * pixel shader setup, this function only has to bind textures and set the per
3736 * texture states. */
3737 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3739 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3740 unsigned int sampler_idx = state_id - STATE_SAMPLER(0);
3741 unsigned int mapped_stage = context_gl->tex_unit_map[sampler_idx];
3742 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3744 TRACE("Sampler %u.\n", sampler_idx);
3746 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3748 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3749 return;
3752 if (mapped_stage >= gl_info->limits.graphics_samplers)
3753 return;
3754 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3756 if (state->textures[sampler_idx])
3758 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[sampler_idx]);
3759 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3760 struct wined3d_device *device = context->device;
3761 BOOL srgb = is_srgb_enabled(sampler_states);
3762 struct wined3d_sampler_desc desc;
3763 struct wined3d_sampler *sampler;
3764 struct wine_rb_entry *entry;
3766 wined3d_sampler_desc_from_sampler_states(&desc, context_gl, sampler_states, texture_gl);
3768 wined3d_texture_gl_bind(texture_gl, context_gl, srgb);
3770 if ((entry = wine_rb_get(&device->samplers, &desc)))
3772 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3774 else
3776 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler)))
3778 ERR("Failed to create sampler.\n");
3779 return;
3781 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3783 ERR("Failed to insert sampler.\n");
3784 wined3d_sampler_decref(sampler);
3785 return;
3789 wined3d_sampler_gl_bind(wined3d_sampler_gl(sampler), mapped_stage, texture_gl, context_gl);
3791 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3792 if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3793 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3795 else
3797 wined3d_context_gl_bind_texture(context_gl, GL_NONE, 0);
3798 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3800 GL_EXTCALL(glBindSampler(mapped_stage, 0));
3801 checkGLcall("glBindSampler");
3806 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3808 unsigned int i;
3810 if (use_ps(state))
3812 if (!context->last_was_pshader)
3814 /* Former draw without a pixel shader, some samplers may be
3815 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3816 * make sure to enable them. */
3817 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3819 if (!isStateDirty(context, STATE_SAMPLER(i)))
3820 sampler(context, state, STATE_SAMPLER(i));
3822 context->last_was_pshader = TRUE;
3824 else
3826 /* Otherwise all samplers were activated by the code above in
3827 * earlier draws, or by sampler() if a different texture was
3828 * bound. I don't have to do anything. */
3831 else
3833 /* Disabled the pixel shader - color ops weren't applied while it was
3834 * enabled, so re-apply them. */
3835 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3837 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3838 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3840 context->last_was_pshader = FALSE;
3843 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3846 static void state_compute_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3848 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3851 static void state_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3853 enum wined3d_shader_type shader_type = state_id - STATE_SHADER(0);
3854 context->shader_update_mask |= 1u << shader_type;
3857 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3859 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3862 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3864 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3865 struct wined3d_matrix mat;
3867 /* This function is called by transform_view below if the view matrix was changed too
3869 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3870 * does not always update the world matrix, only on a switch between transformed
3871 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3872 * draw, but that should be rather rare and cheaper in total.
3874 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3875 checkGLcall("glMatrixMode");
3877 get_modelview_matrix(context, state, 0, &mat);
3879 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3880 checkGLcall("glLoadMatrixf");
3883 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3885 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3886 UINT index = state_id - STATE_CLIPPLANE(0);
3887 GLdouble plane[4];
3889 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3890 return;
3892 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3893 gl_info->gl_ops.gl.p_glPushMatrix();
3895 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3896 if (!use_vs(state))
3897 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3898 else
3899 /* With vertex shaders, clip planes are not transformed in Direct3D,
3900 * while in OpenGL they are still transformed by the model view matrix. */
3901 gl_info->gl_ops.gl.p_glLoadIdentity();
3903 plane[0] = state->clip_planes[index].x;
3904 plane[1] = state->clip_planes[index].y;
3905 plane[2] = state->clip_planes[index].z;
3906 plane[3] = state->clip_planes[index].w;
3908 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3909 plane[0], plane[1], plane[2], plane[3]);
3910 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3911 checkGLcall("glClipPlane");
3913 gl_info->gl_ops.gl.p_glPopMatrix();
3916 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3918 unsigned int matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3920 WARN("Unsupported world matrix %u set.\n", matrix);
3923 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3925 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3926 static unsigned int once;
3928 if (f == WINED3D_VBF_DISABLE)
3929 return;
3931 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3932 else WARN("Vertex blend flags %#x not supported.\n", f);
3935 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3937 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3938 const struct wined3d_light_info *light = NULL;
3939 unsigned int k;
3941 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3942 * NOTE: We have to reset the positions even if the light/plane is not currently
3943 * enabled, since the call to enable it will not reset the position.
3944 * NOTE2: Apparently texture transforms do NOT need reapplying
3947 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3948 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3949 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3950 checkGLcall("glLoadMatrixf(...)");
3952 /* Reset lights. TODO: Call light apply func */
3953 for (k = 0; k < gl_info->limits.lights; ++k)
3955 if (!(light = state->light_state.lights[k]))
3956 continue;
3957 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3958 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3959 else
3960 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3961 checkGLcall("glLightfv posn");
3962 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3963 checkGLcall("glLightfv dirn");
3966 /* Reset Clipping Planes */
3967 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
3969 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3970 clipplane(context, state, STATE_CLIPPLANE(k));
3973 if (context->last_was_rhw)
3975 gl_info->gl_ops.gl.p_glLoadIdentity();
3976 checkGLcall("glLoadIdentity()");
3977 /* No need to update the world matrix, the identity is fine */
3978 return;
3981 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3982 * No need to do it here if the state is scheduled for update. */
3983 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3984 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3987 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3989 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3990 struct wined3d_matrix projection;
3992 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3993 checkGLcall("glMatrixMode(GL_PROJECTION)");
3995 get_projection_matrix(context, state, &projection);
3996 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3997 checkGLcall("glLoadMatrixf");
4000 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4002 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
4005 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4007 if (isStateDirty(context, STATE_STREAMSRC))
4008 return;
4009 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
4012 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4014 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4015 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4016 BOOL useVertexShaderFunction = use_vs(state);
4017 BOOL updateFog = FALSE;
4018 BOOL transformed;
4019 BOOL wasrhw = context->last_was_rhw;
4020 unsigned int i;
4022 transformed = context->stream_info.position_transformed;
4023 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4024 updateFog = TRUE;
4026 context->last_was_rhw = transformed;
4028 if (context->stream_info.swizzle_map != context->last_swizzle_map)
4029 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4031 context->last_swizzle_map = context->stream_info.swizzle_map;
4033 /* Don't have to apply the matrices when vertex shaders are used. When
4034 * vshaders are turned off this function will be called again anyway to
4035 * make sure they're properly set. */
4036 if (!useVertexShaderFunction)
4038 /* TODO: Move this mainly to the viewport state and only apply when
4039 * the vp has changed or transformed / untransformed was switched. */
4040 if (wasrhw != context->last_was_rhw
4041 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4042 && !isStateDirty(context, STATE_VIEWPORT))
4043 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4044 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4045 * mode.
4047 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4048 * this check will fail and the matrix not applied again. This is OK because a simple
4049 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4050 * needs of the vertex declaration.
4052 * World and view matrix go into the same gl matrix, so only apply them when neither is
4053 * dirty
4055 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4056 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4057 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4058 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4059 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4060 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4061 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4063 if (context->last_was_vshader)
4065 updateFog = TRUE;
4067 if (!context->d3d_info->vs_clipping
4068 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4070 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4073 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4075 clipplane(context, state, STATE_CLIPPLANE(i));
4078 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4079 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4081 else
4083 if (!context->last_was_vshader)
4085 static BOOL warned = FALSE;
4086 if (!context->d3d_info->vs_clipping)
4088 /* Disable all clip planes to get defined results on all drivers. See comment in the
4089 * state_clipping state handler
4091 wined3d_context_gl_enable_clip_distances(context_gl, 0);
4093 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4095 FIXME("Clipping not supported with vertex shaders.\n");
4096 warned = TRUE;
4099 if (wasrhw)
4101 /* Apply the transform matrices when switching from rhw
4102 * drawing to vertex shaders. Vertex shaders themselves do
4103 * not need it, but the matrices are not reapplied
4104 * automatically when switching back from vertex shaders to
4105 * fixed function processing. So make sure we leave the fixed
4106 * function vertex processing states back in a sane state
4107 * before switching to shaders. */
4108 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4109 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4110 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4111 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4113 updateFog = TRUE;
4115 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4116 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4117 * device->vs_clipping is false.
4119 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4121 clipplane(context, state, STATE_CLIPPLANE(i));
4126 context->last_was_vshader = useVertexShaderFunction;
4127 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4129 if (updateFog)
4130 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4132 if (!useVertexShaderFunction)
4134 unsigned int i;
4136 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
4138 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4139 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4142 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4143 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4144 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
4148 static void get_viewports(struct wined3d_context *context, const struct wined3d_state *state,
4149 unsigned int viewport_count, struct wined3d_viewport *viewports)
4151 const struct wined3d_rendertarget_view *depth_stencil = state->fb.depth_stencil;
4152 const struct wined3d_rendertarget_view *target = state->fb.render_targets[0];
4153 unsigned int width, height, i;
4155 for (i = 0; i < viewport_count; ++i)
4156 viewports[i] = state->viewports[i];
4158 /* Note: GL uses a lower left origin while DirectX uses upper left. This
4159 * is reversed when using offscreen rendering. */
4160 if (context->render_offscreen)
4161 return;
4163 if (target)
4165 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4167 else if (depth_stencil)
4169 height = depth_stencil->height;
4171 else
4173 FIXME("Could not get the height of render targets.\n");
4174 return;
4177 for (i = 0; i < viewport_count; ++i)
4178 viewports[i].y = height - (viewports[i].y + viewports[i].height);
4181 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4183 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4184 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4185 float min_z, max_z;
4187 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4189 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4190 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4192 unsigned int i, reset_count = 0;
4194 get_viewports(context, state, state->viewport_count, vp);
4195 for (i = 0; i < state->viewport_count; ++i)
4197 wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
4198 depth_ranges[i * 2] = min_z;
4199 depth_ranges[i * 2 + 1] = max_z;
4201 viewports[i * 4] = vp[i].x;
4202 viewports[i * 4 + 1] = vp[i].y;
4203 viewports[i * 4 + 2] = vp[i].width;
4204 viewports[i * 4 + 3] = vp[i].height;
4207 if (context->viewport_count > state->viewport_count)
4208 reset_count = context->viewport_count - state->viewport_count;
4210 if (reset_count)
4212 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4213 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4216 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4217 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4218 context->viewport_count = state->viewport_count;
4220 else
4222 get_viewports(context, state, 1, vp);
4223 wined3d_viewport_get_z_range(&vp[0], &min_z, &max_z);
4224 gl_info->gl_ops.gl.p_glDepthRange(min_z, max_z);
4225 gl_info->gl_ops.gl.p_glViewport(vp[0].x, vp[0].y, vp[0].width, vp[0].height);
4227 checkGLcall("setting clip space and viewport");
4230 static void viewport_miscpart_cc(struct wined3d_context *context,
4231 const struct wined3d_state *state, DWORD state_id)
4233 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4234 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4235 float pixel_center_offset = context->d3d_info->wined3d_creation_flags
4236 & WINED3D_PIXEL_CENTER_INTEGER ? 63.0f / 128.0f : -1.0f / 128.0f;
4237 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4238 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4239 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4240 unsigned int i, reset_count = 0;
4241 float min_z, max_z;
4243 get_viewports(context, state, state->viewport_count, vp);
4245 GL_EXTCALL(glClipControl(context->render_offscreen ? GL_UPPER_LEFT : GL_LOWER_LEFT, GL_ZERO_TO_ONE));
4247 for (i = 0; i < state->viewport_count; ++i)
4249 wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
4250 depth_ranges[i * 2] = min_z;
4251 depth_ranges[i * 2 + 1] = max_z;
4253 viewports[i * 4] = vp[i].x + pixel_center_offset;
4254 viewports[i * 4 + 1] = vp[i].y + pixel_center_offset;
4255 viewports[i * 4 + 2] = vp[i].width;
4256 viewports[i * 4 + 3] = vp[i].height;
4259 if (context->viewport_count > state->viewport_count)
4260 reset_count = context->viewport_count - state->viewport_count;
4262 if (reset_count)
4264 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4265 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4268 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4269 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4270 context->viewport_count = state->viewport_count;
4272 checkGLcall("setting clip space and viewport");
4275 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4277 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4278 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4279 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4280 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4281 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4282 /* Update the position fixup. */
4283 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
4286 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4288 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4289 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4290 const struct wined3d_light_info *lightInfo = state->light_state.lights[Index];
4292 if (!lightInfo)
4294 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4295 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4297 else
4299 float quad_att;
4301 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4302 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4303 gl_info->gl_ops.gl.p_glPushMatrix();
4304 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4306 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, &lightInfo->OriginalParms.diffuse.r);
4307 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, &lightInfo->OriginalParms.specular.r);
4308 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, &lightInfo->OriginalParms.ambient.r);
4309 checkGLcall("glLightfv");
4311 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4312 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4313 else
4314 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4316 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4317 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4318 * Attenuation0 to NaN and crashes in the gl lib
4321 switch (lightInfo->OriginalParms.type)
4323 case WINED3D_LIGHT_POINT:
4324 /* Position */
4325 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4326 checkGLcall("glLightfv");
4327 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4328 checkGLcall("glLightf");
4329 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4330 lightInfo->OriginalParms.attenuation0);
4331 checkGLcall("glLightf");
4332 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4333 lightInfo->OriginalParms.attenuation1);
4334 checkGLcall("glLightf");
4335 if (quad_att < lightInfo->OriginalParms.attenuation2)
4336 quad_att = lightInfo->OriginalParms.attenuation2;
4337 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4338 checkGLcall("glLightf");
4339 /* FIXME: Range */
4340 break;
4342 case WINED3D_LIGHT_SPOT:
4343 /* Position */
4344 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4345 checkGLcall("glLightfv");
4346 /* Direction */
4347 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4348 checkGLcall("glLightfv");
4349 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4350 checkGLcall("glLightf");
4351 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4352 checkGLcall("glLightf");
4353 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4354 lightInfo->OriginalParms.attenuation0);
4355 checkGLcall("glLightf");
4356 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4357 lightInfo->OriginalParms.attenuation1);
4358 checkGLcall("glLightf");
4359 if (quad_att < lightInfo->OriginalParms.attenuation2)
4360 quad_att = lightInfo->OriginalParms.attenuation2;
4361 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4362 checkGLcall("glLightf");
4363 /* FIXME: Range */
4364 break;
4366 case WINED3D_LIGHT_DIRECTIONAL:
4367 /* Direction */
4368 /* Note GL uses w position of 0 for direction! */
4369 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4370 checkGLcall("glLightfv");
4371 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4372 checkGLcall("glLightf");
4373 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4374 checkGLcall("glLightf");
4375 break;
4377 default:
4378 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4381 /* Restore the modelview matrix */
4382 gl_info->gl_ops.gl.p_glPopMatrix();
4384 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4385 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4389 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4391 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4392 unsigned int height = 0;
4393 const RECT *r;
4395 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4396 * so our viewport correction does not apply. Warning2: Even in windowed
4397 * mode the coords are relative to the window, not the screen. */
4399 if (!context->render_offscreen)
4401 const struct wined3d_rendertarget_view *target = state->fb.render_targets[0];
4402 unsigned int width;
4404 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4407 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4409 GLint sr[4 * WINED3D_MAX_VIEWPORTS];
4410 unsigned int i, reset_count = 0;
4412 for (i = 0; i < state->scissor_rect_count; ++i)
4414 r = &state->scissor_rects[i];
4416 sr[i * 4] = r->left;
4417 sr[i * 4 + 1] = height ? height - r->top : r->top;
4418 sr[i * 4 + 2] = r->right - r->left;
4419 sr[i * 4 + 3] = r->bottom - r->top;
4422 if (context->scissor_rect_count > state->scissor_rect_count)
4423 reset_count = context->scissor_rect_count - state->scissor_rect_count;
4425 if (reset_count)
4426 memset(&sr[state->scissor_rect_count * 4], 0, reset_count * 4 * sizeof(GLint));
4428 GL_EXTCALL(glScissorArrayv(0, state->scissor_rect_count + reset_count, sr));
4429 checkGLcall("glScissorArrayv");
4430 context->scissor_rect_count = state->scissor_rect_count;
4432 else
4434 r = &state->scissor_rects[0];
4435 gl_info->gl_ops.gl.p_glScissor(r->left, height ? height - r->top : r->top,
4436 r->right - r->left, r->bottom - r->top);
4437 checkGLcall("glScissor");
4441 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4443 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4444 const struct wined3d_stream_info *stream_info = &context->stream_info;
4445 struct wined3d_buffer_gl *buffer_gl;
4447 if (!state->index_buffer || !stream_info->all_vbo)
4449 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4450 return;
4453 buffer_gl = wined3d_buffer_gl(state->index_buffer);
4454 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_gl->bo.id));
4455 buffer_gl->bo_user.valid = true;
4458 static void depth_clip(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
4460 if (!gl_info->supported[ARB_DEPTH_CLAMP])
4462 if (r && !r->desc.depth_clip)
4463 FIXME("Depth clamp not supported by this GL implementation.\n");
4464 return;
4467 if (r && !r->desc.depth_clip)
4468 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
4469 else
4470 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
4471 checkGLcall("depth clip");
4474 static void rasterizer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4476 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4477 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
4478 GLenum mode;
4480 mode = r && r->desc.front_ccw ? GL_CCW : GL_CW;
4481 if (context->render_offscreen)
4482 mode = (mode == GL_CW) ? GL_CCW : GL_CW;
4484 gl_info->gl_ops.gl.p_glFrontFace(mode);
4485 checkGLcall("glFrontFace");
4486 depthbias(context, state);
4487 fillmode(r, gl_info);
4488 cullmode(r, gl_info);
4489 depth_clip(r, gl_info);
4490 scissor(r, gl_info);
4491 line_antialias(r, gl_info);
4494 static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4496 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4497 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
4498 GLenum mode;
4500 mode = r && r->desc.front_ccw ? GL_CCW : GL_CW;
4502 gl_info->gl_ops.gl.p_glFrontFace(mode);
4503 checkGLcall("glFrontFace");
4504 depthbias(context, state);
4505 fillmode(r, gl_info);
4506 cullmode(r, gl_info);
4507 depth_clip(r, gl_info);
4508 scissor(r, gl_info);
4509 line_antialias(r, gl_info);
4512 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4514 static BOOL warned;
4516 if (!warned)
4518 WARN("Point sprite coordinate origin switching not supported.\n");
4519 warned = TRUE;
4523 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4525 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4526 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4528 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4529 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4532 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4534 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4536 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4538 if (needs_srgb_write(context->d3d_info, state, &state->fb))
4539 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4540 else
4541 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4544 static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4546 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4547 enum wined3d_shader_type shader_type;
4548 struct wined3d_buffer_gl *buffer_gl;
4549 unsigned int i, base, count;
4551 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4553 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id))
4554 shader_type = state_id - STATE_GRAPHICS_CONSTANT_BUFFER(0);
4555 else
4556 shader_type = WINED3D_SHADER_TYPE_COMPUTE;
4558 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
4559 for (i = 0; i < count; ++i)
4561 if (!state->cb[shader_type][i])
4563 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, 0));
4564 continue;
4567 buffer_gl = wined3d_buffer_gl(state->cb[shader_type][i]);
4568 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer_gl->bo.id));
4569 buffer_gl->bo_user.valid = true;
4571 checkGLcall("bind constant buffers");
4574 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4576 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4578 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4581 static void state_shader_resource_binding(struct wined3d_context *context,
4582 const struct wined3d_state *state, DWORD state_id)
4584 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4586 context->update_shader_resource_bindings = 1;
4589 static void state_cs_resource_binding(struct wined3d_context *context,
4590 const struct wined3d_state *state, DWORD state_id)
4592 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4593 context->update_compute_shader_resource_bindings = 1;
4596 static void state_uav_binding(struct wined3d_context *context,
4597 const struct wined3d_state *state, DWORD state_id)
4599 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4600 context->update_unordered_access_view_bindings = 1;
4603 static void state_cs_uav_binding(struct wined3d_context *context,
4604 const struct wined3d_state *state, DWORD state_id)
4606 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4607 context->update_compute_unordered_access_view_bindings = 1;
4610 static void state_uav_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4612 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
4615 static void state_so(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4617 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4618 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4619 struct wined3d_buffer_gl *buffer_gl;
4620 unsigned int offset, size, i;
4622 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4624 wined3d_context_gl_end_transform_feedback(context_gl);
4626 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4628 if (!state->stream_output[i].buffer)
4630 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, i, 0));
4631 continue;
4634 buffer_gl = wined3d_buffer_gl(state->stream_output[i].buffer);
4635 offset = state->stream_output[i].offset;
4636 if (offset == ~0u)
4638 FIXME("Appending to stream output buffers not implemented.\n");
4639 offset = 0;
4641 size = buffer_gl->b.resource.size - offset;
4642 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i, buffer_gl->bo.id, offset, size));
4643 buffer_gl->bo_user.valid = true;
4645 checkGLcall("bind transform feedback buffers");
4648 static void state_so_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4650 WARN("Transform feedback not supported.\n");
4653 const struct wined3d_state_entry_template misc_state_template_gl[] =
4655 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4656 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4657 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4658 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4659 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4660 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4661 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4662 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4663 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4664 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4665 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4666 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4667 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4668 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE },
4669 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4670 { STATE_COMPUTE_SHADER_RESOURCE_BINDING, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, state_cs_resource_binding}, WINED3D_GL_EXT_NONE },
4671 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_cs_uav_binding}, ARB_SHADER_IMAGE_LOAD_STORE },
4672 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4673 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so, }, WINED3D_GL_VERSION_3_2 },
4674 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so_warn, }, WINED3D_GL_EXT_NONE },
4675 { STATE_BLEND, { STATE_BLEND, blend_dbb }, ARB_DRAW_BUFFERS_BLEND },
4676 { STATE_BLEND, { STATE_BLEND, blend_db2 }, EXT_DRAW_BUFFERS2 },
4677 { STATE_BLEND, { STATE_BLEND, blend }, WINED3D_GL_EXT_NONE },
4678 { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor }, EXT_BLEND_COLOR },
4679 { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor_w}, WINED3D_GL_EXT_NONE },
4680 { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask }, ARB_TEXTURE_MULTISAMPLE },
4681 { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask_w }, WINED3D_GL_EXT_NONE },
4682 { STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil_2s }, EXT_STENCIL_TWO_SIDE },
4683 { STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil }, WINED3D_GL_EXT_NONE },
4684 { STATE_STENCIL_REF, { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
4685 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4686 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4687 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL },
4688 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer }, WINED3D_GL_EXT_NONE },
4689 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4690 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
4691 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4692 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4694 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4695 * vshader loadings are untied from each other
4697 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4698 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4699 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4700 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4701 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4702 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4703 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4704 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4705 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4706 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4707 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4708 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4709 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4710 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4711 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4712 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4713 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4714 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4715 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4716 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4717 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4718 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4719 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4720 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4721 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4722 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4723 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4724 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4725 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4726 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4727 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4728 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4729 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4730 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4731 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4732 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4733 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4734 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4735 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4736 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4737 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4738 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4739 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4740 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4741 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4742 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4743 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4744 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4746 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL },
4747 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4748 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4749 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4750 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4751 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
4752 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4753 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4754 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
4755 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
4756 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4757 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4758 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4759 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4760 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4761 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4762 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4763 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4764 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4765 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4766 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4767 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4768 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
4769 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4770 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4771 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4772 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4773 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4774 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4775 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4776 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4777 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4778 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4779 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4780 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4781 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4782 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4783 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4784 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4785 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4786 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4787 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4788 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4789 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4790 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4791 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4792 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4793 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4794 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4795 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4796 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4797 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4798 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
4799 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
4800 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4801 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4802 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4803 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
4804 /* Samplers */
4805 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
4806 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
4807 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
4808 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
4809 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
4810 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
4811 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
4812 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
4813 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
4814 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
4815 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
4816 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
4817 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
4818 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
4819 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
4820 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
4821 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
4822 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
4823 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
4824 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
4825 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
4826 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
4827 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
4828 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
4829 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), state_shader }, WINED3D_GL_EXT_NONE },
4830 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), state_shader }, WINED3D_GL_EXT_NONE },
4831 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE },
4832 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE },
4833 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4836 static const struct wined3d_state_entry_template vp_ffp_states[] =
4838 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
4839 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4840 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
4841 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
4842 /* Clip planes */
4843 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
4844 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
4845 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
4846 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
4847 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
4848 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
4849 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
4850 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
4851 /* Lights */
4852 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
4853 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
4854 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
4855 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
4856 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
4857 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
4858 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
4859 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
4860 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
4861 /* Viewport */
4862 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
4863 /* Transform states follow */
4864 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
4865 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
4866 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4867 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4868 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4869 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4870 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4871 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4872 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4873 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4874 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
4875 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
4876 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
4877 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
4878 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
4879 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
4880 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
4881 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
4882 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
4883 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
4884 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
4885 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
4886 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
4887 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
4888 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
4889 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
4890 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
4891 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
4892 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
4893 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
4894 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
4895 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
4896 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
4897 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
4898 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
4899 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
4900 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
4901 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
4902 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
4903 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
4904 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
4905 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
4906 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
4907 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
4908 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
4913 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
4914 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
4915 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
4916 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
4917 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
4918 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
4919 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
4920 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
4921 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
4922 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
4923 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
4924 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
4925 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
4926 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
4927 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
4928 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
4929 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
4930 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
4931 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
4932 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
4933 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
4934 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
4935 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
4936 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
4937 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
4938 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
4939 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
4940 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
4941 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
4942 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
4943 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
4944 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
4945 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
4946 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
4947 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
4948 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
4949 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
4950 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
4951 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
4952 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
4953 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
4954 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
4955 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
4956 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
4957 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
4958 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
4959 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
4960 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
4961 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
4962 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
4963 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
4964 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
4965 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
4966 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
4967 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
4968 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
4969 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
4970 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
4971 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
4972 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
4973 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
4974 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
4975 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
4976 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
4977 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
4978 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
4979 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
4980 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
4981 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
4982 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
4983 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
4984 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
4985 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
4986 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
4987 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
4988 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
4989 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
4990 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
4991 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
4992 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
4993 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
4994 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
4995 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
4996 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
4997 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
4998 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
4999 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5000 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5001 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5002 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5003 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5004 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5005 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5006 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5007 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5008 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5009 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5010 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5011 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5012 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5013 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5014 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5015 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5016 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5017 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5018 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5019 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5020 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5021 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5022 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5023 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5024 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5025 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5026 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5027 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5028 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5029 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5030 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5031 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5032 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5033 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5034 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5035 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5036 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5037 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5038 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5039 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5040 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5041 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5042 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5043 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5044 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5045 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5046 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5047 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5048 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5049 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5050 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5051 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5052 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5053 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5054 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5055 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5056 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5057 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5058 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5059 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5060 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5061 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5062 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5063 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5064 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5065 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5066 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5067 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5068 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5069 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5070 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5071 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5072 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5073 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5074 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5075 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5076 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5077 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5078 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5079 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5080 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5081 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5082 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5083 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5084 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5085 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5086 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5087 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5088 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5089 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5090 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5091 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5092 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5093 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5094 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5095 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5096 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5097 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5131 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5132 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5133 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5134 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5135 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5136 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5137 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5138 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5146 /* Fog */
5147 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5148 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5149 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5150 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5151 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5152 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5153 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5154 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5155 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5156 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5157 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5158 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5159 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5160 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5161 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5162 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5163 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5164 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5165 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5166 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5167 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5168 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5169 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5170 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5171 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5172 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5173 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5174 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5175 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5176 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5177 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5179 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5180 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5181 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5183 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5184 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5185 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5186 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5187 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5188 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5189 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5190 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5191 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5192 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5193 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5194 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5195 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5196 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5197 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5198 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5199 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5200 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5201 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5202 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5203 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5204 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5205 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5206 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5207 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5208 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5211 static const struct wined3d_state_entry_template ffp_fragmentstate_template[] = {
5212 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5213 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5214 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5215 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5216 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5217 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5218 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5219 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5220 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5221 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5222 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5223 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5224 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5225 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5226 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5227 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5228 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5229 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5230 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5231 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5232 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5233 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5234 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5235 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5236 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5237 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5238 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5239 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5240 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5241 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5242 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5243 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5244 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5245 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5246 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5247 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5248 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5249 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5250 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5251 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5252 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5253 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5254 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5255 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5256 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5257 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5258 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5259 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5260 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5261 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5262 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5263 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5264 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5265 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5266 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5267 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5268 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5269 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5270 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5271 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5272 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5273 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5274 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5275 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5276 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5277 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5278 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5279 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5280 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5281 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5282 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5283 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5284 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5285 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5286 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5287 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5288 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5289 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5290 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5291 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5292 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5293 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5294 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5295 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5296 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5297 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5298 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5299 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5300 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5301 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5302 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5303 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5304 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5305 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5306 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5307 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5308 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5309 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5310 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5311 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5312 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5313 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5314 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5315 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5316 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5319 /* Context activation is done by the caller. */
5320 static void ffp_pipe_enable(const struct wined3d_context *context, BOOL enable) {}
5322 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5324 return shader_priv;
5327 static void ffp_free(struct wined3d_device *device, struct wined3d_context *context) {}
5329 static void vp_ffp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
5331 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5333 caps->xyzrhw = FALSE;
5334 caps->ffp_generic_attributes = FALSE;
5335 caps->max_active_lights = gl_info->limits.lights;
5336 caps->max_vertex_blend_matrices = 1;
5337 caps->max_vertex_blend_matrix_index = 0;
5338 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5339 | WINED3DVTXPCAPS_MATERIALSOURCE7
5340 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5341 | WINED3DVTXPCAPS_LOCALVIEWER
5342 | WINED3DVTXPCAPS_VERTEXFOG
5343 | WINED3DVTXPCAPS_TEXGEN
5344 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5345 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5346 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
5347 caps->raster_caps = 0;
5348 if (gl_info->supported[NV_FOG_DISTANCE])
5349 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5352 static DWORD vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5354 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5357 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5359 ffp_pipe_enable,
5360 vp_ffp_get_caps,
5361 vp_ffp_get_emul_mask,
5362 ffp_alloc,
5363 ffp_free,
5364 vp_ffp_states,
5367 static void ffp_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5369 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5371 caps->wined3d_caps = 0;
5372 caps->PrimitiveMiscCaps = 0;
5373 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5374 | WINED3DTEXOPCAPS_ADDSIGNED
5375 | WINED3DTEXOPCAPS_ADDSIGNED2X
5376 | WINED3DTEXOPCAPS_MODULATE
5377 | WINED3DTEXOPCAPS_MODULATE2X
5378 | WINED3DTEXOPCAPS_MODULATE4X
5379 | WINED3DTEXOPCAPS_SELECTARG1
5380 | WINED3DTEXOPCAPS_SELECTARG2
5381 | WINED3DTEXOPCAPS_DISABLE;
5383 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5384 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5385 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5387 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5388 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5389 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5390 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5391 | WINED3DTEXOPCAPS_LERP
5392 | WINED3DTEXOPCAPS_SUBTRACT;
5394 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5395 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5397 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5398 | WINED3DTEXOPCAPS_MULTIPLYADD
5399 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5400 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5401 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5403 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5404 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5406 caps->MaxTextureBlendStages = gl_info->limits.textures;
5407 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5410 static DWORD ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
5412 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5415 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5417 /* We only support identity conversions. */
5418 return is_identity_fixup(fixup);
5421 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5423 return TRUE;
5426 static void ffp_none_context_free(struct wined3d_context *context)
5430 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline =
5432 ffp_pipe_enable,
5433 ffp_fragment_get_caps,
5434 ffp_fragment_get_emul_mask,
5435 ffp_alloc,
5436 ffp_free,
5437 ffp_none_context_alloc,
5438 ffp_none_context_free,
5439 ffp_color_fixup_supported,
5440 ffp_fragmentstate_template,
5443 static void none_pipe_enable(const struct wined3d_context *context, BOOL enable) {}
5445 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5447 return shader_priv;
5450 static void none_free(struct wined3d_device *device, struct wined3d_context *context) {}
5452 static void vp_none_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
5454 memset(caps, 0, sizeof(*caps));
5457 static DWORD vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5459 return 0;
5462 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5464 none_pipe_enable,
5465 vp_none_get_caps,
5466 vp_none_get_emul_mask,
5467 none_alloc,
5468 none_free,
5469 NULL,
5472 static void fp_none_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5474 memset(caps, 0, sizeof(*caps));
5477 static DWORD fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5479 return 0;
5482 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5484 return is_identity_fixup(fixup);
5487 const struct wined3d_fragment_pipe_ops none_fragment_pipe =
5489 none_pipe_enable,
5490 fp_none_get_caps,
5491 fp_none_get_emul_mask,
5492 none_alloc,
5493 none_free,
5494 ffp_none_context_alloc,
5495 ffp_none_context_free,
5496 fp_none_color_fixup_supported,
5497 NULL,
5500 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5502 unsigned int i;
5503 for(i = 0; funcs[i]; i++);
5504 return i;
5507 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5509 context->device->multistate_funcs[state_id][0](context, state, state_id);
5510 context->device->multistate_funcs[state_id][1](context, state, state_id);
5513 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5515 context->device->multistate_funcs[state_id][0](context, state, state_id);
5516 context->device->multistate_funcs[state_id][1](context, state, state_id);
5517 context->device->multistate_funcs[state_id][2](context, state, state_id);
5520 static void prune_invalid_states(struct wined3d_state_entry *state_table, const struct wined3d_d3d_info *d3d_info)
5522 unsigned int start, last, i;
5524 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5525 last = STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5526 for (i = start; i <= last; ++i)
5528 state_table[i].representative = 0;
5529 state_table[i].apply = state_undefined;
5532 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5533 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_TEXTURES - 1);
5534 for (i = start; i <= last; ++i)
5536 state_table[i].representative = 0;
5537 state_table[i].apply = state_undefined;
5540 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5541 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5542 for (i = start; i <= last; ++i)
5544 state_table[i].representative = 0;
5545 state_table[i].apply = state_undefined;
5549 static void validate_state_table(struct wined3d_state_entry *state_table)
5551 static const struct
5553 DWORD first;
5554 DWORD last;
5556 rs_holes[] =
5558 { 1, 1},
5559 { 3, 3},
5560 { 7, 8},
5561 { 14, 14},
5562 { 17, 23},
5563 { 27, 27},
5564 { 40, 40},
5565 { 42, 45},
5566 { 47, 47},
5567 { 52, 59},
5568 { 61, 127},
5569 {149, 150},
5570 {162, 162},
5571 {168, 169},
5572 {171, 171},
5573 {174, 177},
5574 {185, 193},
5575 {195, 197},
5576 {206, 209},
5577 { 0, 0},
5579 static const DWORD simple_states[] =
5581 STATE_MATERIAL,
5582 STATE_VDECL,
5583 STATE_STREAMSRC,
5584 STATE_INDEXBUFFER,
5585 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5586 STATE_SHADER(WINED3D_SHADER_TYPE_HULL),
5587 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN),
5588 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5589 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5590 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
5591 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5592 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL),
5593 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN),
5594 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5595 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5596 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
5597 STATE_COMPUTE_SHADER_RESOURCE_BINDING,
5598 STATE_GRAPHICS_SHADER_RESOURCE_BINDING,
5599 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING,
5600 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING,
5601 STATE_VIEWPORT,
5602 STATE_LIGHT_TYPE,
5603 STATE_SCISSORRECT,
5604 STATE_RASTERIZER,
5605 STATE_POINTSPRITECOORDORIGIN,
5606 STATE_BASEVERTEXINDEX,
5607 STATE_FRAMEBUFFER,
5608 STATE_POINT_ENABLE,
5609 STATE_COLOR_KEY,
5610 STATE_BLEND,
5611 STATE_BLEND_FACTOR,
5612 STATE_DEPTH_STENCIL,
5613 STATE_STENCIL_REF,
5615 unsigned int i, current;
5617 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5619 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5621 if (!state_table[i].representative)
5622 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5624 else if (state_table[i].representative)
5625 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5627 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5630 for (i = 0; i < ARRAY_SIZE(simple_states); ++i)
5632 if (!state_table[simple_states[i]].representative)
5633 ERR("State %s (%#x) should have a representative.\n",
5634 debug_d3dstate(simple_states[i]), simple_states[i]);
5637 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5639 DWORD rep = state_table[i].representative;
5640 if (rep)
5642 if (state_table[rep].representative != rep)
5644 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5645 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5646 state_table[i].representative = 0;
5649 if (rep != i)
5651 if (state_table[i].apply)
5652 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5654 else if (!state_table[i].apply)
5656 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5662 HRESULT compile_state_table(struct wined3d_state_entry *state_table, APPLYSTATEFUNC **dev_multistate_funcs,
5663 const struct wined3d_d3d_info *d3d_info, const BOOL *supported_extensions,
5664 const struct wined3d_vertex_pipe_ops *vertex, const struct wined3d_fragment_pipe_ops *fragment,
5665 const struct wined3d_state_entry_template *misc)
5667 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5668 const struct wined3d_state_entry_template *cur;
5669 unsigned int i, type, handlers;
5670 BOOL set[STATE_HIGHEST + 1];
5672 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5674 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5676 state_table[i].representative = 0;
5677 state_table[i].apply = state_undefined;
5680 for (type = 0; type < 3; ++type)
5682 /* This switch decides the order in which the states are applied */
5683 switch (type)
5685 case 0: cur = misc; break;
5686 case 1: cur = fragment->states; break;
5687 case 2: cur = vertex->vp_states; break;
5688 default: cur = NULL; /* Stupid compiler */
5690 if (!cur) continue;
5692 /* GL extension filtering should not prevent multiple handlers being applied from different
5693 * pipeline parts
5695 memset(set, 0, sizeof(set));
5697 for (i = 0; cur[i].state; ++i)
5699 APPLYSTATEFUNC *funcs_array;
5701 /* Only use the first matching state with the available extension from one template.
5702 * e.g.
5703 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5704 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5706 * if GL_XYZ_fancy is supported, ignore the 2nd line
5708 if (set[cur[i].state]) continue;
5709 /* Skip state lines depending on unsupported extensions */
5710 if (!supported_extensions[cur[i].extension]) continue;
5711 set[cur[i].state] = TRUE;
5712 /* In some cases having an extension means that nothing has to be
5713 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5714 * supported, the texture coordinate fixup can be ignored. If the
5715 * apply function is used, mark the state set(done above) to prevent
5716 * applying later lines, but do not record anything in the state
5717 * table
5719 if (!cur[i].content.representative) continue;
5721 handlers = num_handlers(multistate_funcs[cur[i].state]);
5722 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5723 switch (handlers)
5725 case 0:
5726 state_table[cur[i].state].apply = cur[i].content.apply;
5727 break;
5728 case 1:
5729 state_table[cur[i].state].apply = multistate_apply_2;
5730 if (!(dev_multistate_funcs[cur[i].state] = heap_calloc(2, sizeof(**dev_multistate_funcs))))
5731 goto out_of_mem;
5733 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5734 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5735 break;
5736 case 2:
5737 state_table[cur[i].state].apply = multistate_apply_3;
5738 if (!(funcs_array = heap_realloc(dev_multistate_funcs[cur[i].state],
5739 sizeof(**dev_multistate_funcs) * 3)))
5740 goto out_of_mem;
5742 dev_multistate_funcs[cur[i].state] = funcs_array;
5743 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5744 break;
5745 default:
5746 ERR("Unexpected amount of state handlers for state %u: %u.\n",
5747 cur[i].state, handlers + 1);
5750 if (state_table[cur[i].state].representative
5751 && state_table[cur[i].state].representative != cur[i].content.representative)
5753 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5754 debug_d3dstate(cur[i].state), cur[i].state);
5756 state_table[cur[i].state].representative = cur[i].content.representative;
5760 prune_invalid_states(state_table, d3d_info);
5761 validate_state_table(state_table);
5763 return WINED3D_OK;
5765 out_of_mem:
5766 for (i = 0; i <= STATE_HIGHEST; ++i)
5768 heap_free(dev_multistate_funcs[i]);
5771 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1) * sizeof(*dev_multistate_funcs));
5773 return E_OUTOFMEMORY;