winevulkan: Convert all 32-bit structs containing pNext pointer.
[wine.git] / dlls / wined3d / state.c
blobee3e083e812c60c26c80c38d647724400be728a0
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 <stdio.h>
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 ULONG CDECL wined3d_blend_state_incref(struct wined3d_blend_state *state)
36 ULONG refcount = InterlockedIncrement(&state->refcount);
38 TRACE("%p increasing refcount to %u.\n", state, refcount);
40 return refcount;
43 static void wined3d_blend_state_destroy_object(void *object)
45 TRACE("object %p.\n", object);
47 heap_free(object);
50 ULONG CDECL wined3d_blend_state_decref(struct wined3d_blend_state *state)
52 ULONG refcount = wined3d_atomic_decrement_mutex_lock(&state->refcount);
53 struct wined3d_device *device = state->device;
55 TRACE("%p decreasing refcount to %u.\n", state, refcount);
57 if (!refcount)
59 state->parent_ops->wined3d_object_destroyed(state->parent);
60 wined3d_cs_destroy_object(device->cs, wined3d_blend_state_destroy_object, state);
61 wined3d_mutex_unlock();
64 return refcount;
67 void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *state)
69 TRACE("state %p.\n", state);
71 return state->parent;
74 static BOOL is_dual_source(enum wined3d_blend state)
76 return state >= WINED3D_BLEND_SRC1COLOR && state <= WINED3D_BLEND_INVSRC1ALPHA;
79 HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device,
80 const struct wined3d_blend_state_desc *desc, void *parent,
81 const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state)
83 struct wined3d_blend_state *object;
85 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
86 device, desc, parent, parent_ops, state);
88 if (!(object = heap_alloc_zero(sizeof(*object))))
89 return E_OUTOFMEMORY;
91 object->refcount = 1;
92 object->desc = *desc;
93 object->parent = parent;
94 object->parent_ops = parent_ops;
95 object->device = device;
97 object->dual_source = desc->rt[0].enable
98 && (is_dual_source(desc->rt[0].src)
99 || is_dual_source(desc->rt[0].dst)
100 || is_dual_source(desc->rt[0].src_alpha)
101 || is_dual_source(desc->rt[0].dst_alpha));
103 TRACE("Created blend state %p.\n", object);
104 *state = object;
106 return WINED3D_OK;
109 ULONG CDECL wined3d_depth_stencil_state_incref(struct wined3d_depth_stencil_state *state)
111 ULONG refcount = InterlockedIncrement(&state->refcount);
113 TRACE("%p increasing refcount to %u.\n", state, refcount);
115 return refcount;
118 static void wined3d_depth_stencil_state_destroy_object(void *object)
120 TRACE("object %p.\n", object);
122 heap_free(object);
125 ULONG CDECL wined3d_depth_stencil_state_decref(struct wined3d_depth_stencil_state *state)
127 ULONG refcount = wined3d_atomic_decrement_mutex_lock(&state->refcount);
128 struct wined3d_device *device = state->device;
130 TRACE("%p decreasing refcount to %u.\n", state, refcount);
132 if (!refcount)
134 state->parent_ops->wined3d_object_destroyed(state->parent);
135 wined3d_cs_destroy_object(device->cs, wined3d_depth_stencil_state_destroy_object, state);
136 wined3d_mutex_unlock();
139 return refcount;
142 void * CDECL wined3d_depth_stencil_state_get_parent(const struct wined3d_depth_stencil_state *state)
144 TRACE("state %p.\n", state);
146 return state->parent;
149 static bool stencil_op_writes_ds(const struct wined3d_stencil_op_desc *desc)
151 return desc->fail_op != WINED3D_STENCIL_OP_KEEP
152 || desc->depth_fail_op != WINED3D_STENCIL_OP_KEEP
153 || desc->pass_op != WINED3D_STENCIL_OP_KEEP;
156 static bool depth_stencil_state_desc_writes_ds(const struct wined3d_depth_stencil_state_desc *desc)
158 if (desc->depth && desc->depth_write)
159 return true;
161 if (desc->stencil && desc->stencil_write_mask)
163 if (stencil_op_writes_ds(&desc->front) || stencil_op_writes_ds(&desc->back))
164 return true;
167 return false;
170 HRESULT CDECL wined3d_depth_stencil_state_create(struct wined3d_device *device,
171 const struct wined3d_depth_stencil_state_desc *desc, void *parent,
172 const struct wined3d_parent_ops *parent_ops, struct wined3d_depth_stencil_state **state)
174 struct wined3d_depth_stencil_state *object;
176 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
177 device, desc, parent, parent_ops, state);
179 if (!(object = heap_alloc_zero(sizeof(*object))))
180 return E_OUTOFMEMORY;
182 object->refcount = 1;
183 object->desc = *desc;
184 object->parent = parent;
185 object->parent_ops = parent_ops;
186 object->device = device;
188 object->writes_ds = depth_stencil_state_desc_writes_ds(desc);
190 TRACE("Created depth/stencil state %p.\n", object);
191 *state = object;
193 return WINED3D_OK;
196 ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state)
198 ULONG refcount = InterlockedIncrement(&state->refcount);
200 TRACE("%p increasing refcount to %u.\n", state, refcount);
202 return refcount;
205 static void wined3d_rasterizer_state_destroy_object(void *object)
207 TRACE("object %p.\n", object);
209 heap_free(object);
212 ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
214 ULONG refcount = wined3d_atomic_decrement_mutex_lock(&state->refcount);
215 struct wined3d_device *device = state->device;
217 TRACE("%p decreasing refcount to %u.\n", state, refcount);
219 if (!refcount)
221 state->parent_ops->wined3d_object_destroyed(state->parent);
222 wined3d_cs_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
223 wined3d_mutex_unlock();
226 return refcount;
229 void * CDECL wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state *state)
231 TRACE("rasterizer_state %p.\n", state);
233 return state->parent;
236 HRESULT CDECL wined3d_rasterizer_state_create(struct wined3d_device *device,
237 const struct wined3d_rasterizer_state_desc *desc, void *parent,
238 const struct wined3d_parent_ops *parent_ops, struct wined3d_rasterizer_state **state)
240 struct wined3d_rasterizer_state *object;
242 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
243 device, desc, parent, parent_ops, state);
245 if (!(object = heap_alloc_zero(sizeof(*object))))
246 return E_OUTOFMEMORY;
248 object->refcount = 1;
249 object->desc = *desc;
250 object->parent = parent;
251 object->parent_ops = parent_ops;
252 object->device = device;
254 TRACE("Created rasterizer state %p.\n", object);
255 *state = object;
257 return WINED3D_OK;
260 /* Context activation for state handler is done by the caller. */
262 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
264 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id), state_id);
267 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
269 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
272 static void fillmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
274 enum wined3d_fill_mode mode = r ? r->desc.fill_mode : WINED3D_FILL_SOLID;
276 switch (mode)
278 case WINED3D_FILL_POINT:
279 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
280 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
281 break;
282 case WINED3D_FILL_WIREFRAME:
283 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
284 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
285 break;
286 case WINED3D_FILL_SOLID:
287 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
288 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
289 break;
290 default:
291 FIXME("Unrecognized fill mode %#x.\n", mode);
295 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
297 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
299 /* Lighting is not enabled if transformed vertices are drawn, but lighting
300 * does not affect the stream sources, so it is not grouped for
301 * performance reasons. */
303 if (state->render_states[WINED3D_RS_LIGHTING]
304 && !context->stream_info.position_transformed)
306 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
307 checkGLcall("glEnable GL_LIGHTING");
309 else
311 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
312 checkGLcall("glDisable GL_LIGHTING");
316 static void cullmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
318 enum wined3d_cull mode = r ? r->desc.cull_mode : WINED3D_CULL_BACK;
320 /* glFrontFace() is set in context.c at context init and on an
321 * offscreen / onscreen rendering switch. */
322 switch (mode)
324 case WINED3D_CULL_NONE:
325 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
326 checkGLcall("glDisable GL_CULL_FACE");
327 break;
328 case WINED3D_CULL_FRONT:
329 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
330 checkGLcall("glEnable GL_CULL_FACE");
331 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
332 checkGLcall("glCullFace(GL_FRONT)");
333 break;
334 case WINED3D_CULL_BACK:
335 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
336 checkGLcall("glEnable GL_CULL_FACE");
337 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
338 checkGLcall("glCullFace(GL_BACK)");
339 break;
340 default:
341 FIXME("Unrecognized cull mode %#x.\n", mode);
345 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
347 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
349 switch (state->render_states[WINED3D_RS_SHADEMODE])
351 case WINED3D_SHADE_FLAT:
352 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
353 checkGLcall("glShadeModel(GL_FLAT)");
354 break;
355 case WINED3D_SHADE_GOURAUD:
356 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
357 * in D3D. */
358 case WINED3D_SHADE_PHONG:
359 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
360 checkGLcall("glShadeModel(GL_SMOOTH)");
361 break;
362 default:
363 FIXME("Unrecognized shade mode %#x.\n",
364 state->render_states[WINED3D_RS_SHADEMODE]);
368 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
370 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
372 if (state->render_states[WINED3D_RS_DITHERENABLE])
374 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
375 checkGLcall("glEnable GL_DITHER");
377 else
379 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
380 checkGLcall("glDisable GL_DITHER");
384 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
386 switch (f)
388 case WINED3D_CMP_NEVER:
389 return GL_NEVER;
390 case WINED3D_CMP_LESS:
391 return GL_LESS;
392 case WINED3D_CMP_EQUAL:
393 return GL_EQUAL;
394 case WINED3D_CMP_LESSEQUAL:
395 return GL_LEQUAL;
396 case WINED3D_CMP_GREATER:
397 return GL_GREATER;
398 case WINED3D_CMP_NOTEQUAL:
399 return GL_NOTEQUAL;
400 case WINED3D_CMP_GREATEREQUAL:
401 return GL_GEQUAL;
402 case WINED3D_CMP_ALWAYS:
403 return GL_ALWAYS;
404 default:
405 if (!f)
406 WARN("Unrecognized compare function %#x.\n", f);
407 else
408 FIXME("Unrecognized compare function %#x.\n", f);
409 return GL_NONE;
413 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
415 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
416 struct wined3d_color color;
418 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
419 TRACE("Setting ambient to %s.\n", debug_color(&color));
420 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
421 checkGLcall("glLightModel for MODEL_AMBIENT");
424 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
426 switch (op)
428 case WINED3D_BLEND_OP_ADD:
429 return GL_FUNC_ADD;
430 case WINED3D_BLEND_OP_SUBTRACT:
431 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
432 case WINED3D_BLEND_OP_REVSUBTRACT:
433 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
434 case WINED3D_BLEND_OP_MIN:
435 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
436 case WINED3D_BLEND_OP_MAX:
437 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
438 default:
439 if (!op)
440 WARN("Unhandled blend op %#x.\n", op);
441 else
442 FIXME("Unhandled blend op %#x.\n", op);
443 return GL_FUNC_ADD;
447 static void blendop(const struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
449 const struct wined3d_blend_state *b = state->blend_state;
450 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
451 GLenum blend_equation = GL_FUNC_ADD_EXT;
453 if (!gl_info->supported[WINED3D_GL_BLEND_EQUATION])
455 WARN("Unsupported in local OpenGL implementation: glBlendEquation.\n");
456 return;
459 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
460 if (b->desc.rt[0].op_alpha && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
462 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
463 return;
466 blend_equation = gl_blend_op(gl_info, b->desc.rt[0].op);
467 blend_equation_alpha = gl_blend_op(gl_info, b->desc.rt[0].op_alpha);
468 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
470 if (b->desc.rt[0].op != b->desc.rt[0].op_alpha)
472 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
473 checkGLcall("glBlendEquationSeparate");
475 else
477 GL_EXTCALL(glBlendEquation(blend_equation));
478 checkGLcall("glBlendEquation");
482 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
484 switch (factor)
486 case WINED3D_BLEND_ZERO:
487 return GL_ZERO;
488 case WINED3D_BLEND_ONE:
489 return GL_ONE;
490 case WINED3D_BLEND_SRCCOLOR:
491 return GL_SRC_COLOR;
492 case WINED3D_BLEND_INVSRCCOLOR:
493 return GL_ONE_MINUS_SRC_COLOR;
494 case WINED3D_BLEND_SRCALPHA:
495 return GL_SRC_ALPHA;
496 case WINED3D_BLEND_INVSRCALPHA:
497 return GL_ONE_MINUS_SRC_ALPHA;
498 case WINED3D_BLEND_DESTCOLOR:
499 return GL_DST_COLOR;
500 case WINED3D_BLEND_INVDESTCOLOR:
501 return GL_ONE_MINUS_DST_COLOR;
502 /* To compensate for the lack of format switching with backbuffer
503 * offscreen rendering, and with onscreen rendering, we modify the
504 * alpha test parameters for (INV)DESTALPHA if the render target
505 * doesn't support alpha blending. A nonexistent alpha channel
506 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
507 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
508 case WINED3D_BLEND_DESTALPHA:
509 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
510 case WINED3D_BLEND_INVDESTALPHA:
511 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
512 case WINED3D_BLEND_SRCALPHASAT:
513 return GL_SRC_ALPHA_SATURATE;
514 case WINED3D_BLEND_BLENDFACTOR:
515 return GL_CONSTANT_COLOR_EXT;
516 case WINED3D_BLEND_INVBLENDFACTOR:
517 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
518 case WINED3D_BLEND_SRC1COLOR:
519 return GL_SRC1_COLOR;
520 case WINED3D_BLEND_INVSRC1COLOR:
521 return GL_ONE_MINUS_SRC1_COLOR;
522 case WINED3D_BLEND_SRC1ALPHA:
523 return GL_SRC1_ALPHA;
524 case WINED3D_BLEND_INVSRC1ALPHA:
525 return GL_ONE_MINUS_SRC1_ALPHA;
526 default:
527 if (!factor)
528 WARN("Unhandled blend factor %#x.\n", factor);
529 else
530 FIXME("Unhandled blend factor %#x.\n", factor);
531 return GL_NONE;
535 static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend,
536 enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend,
537 const struct wined3d_format *rt_format)
539 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
540 * source blending values which are still valid up to d3d9. They should
541 * not occur as dest blend values. */
542 if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA)
544 *src_blend = GL_SRC_ALPHA;
545 *dst_blend = GL_ONE_MINUS_SRC_ALPHA;
547 else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
549 *src_blend = GL_ONE_MINUS_SRC_ALPHA;
550 *dst_blend = GL_SRC_ALPHA;
552 else
554 *src_blend = gl_blend_factor(d3d_src_blend, rt_format);
555 *dst_blend = gl_blend_factor(d3d_dst_blend, rt_format);
559 static void state_blend_factor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
561 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
564 static void state_blend_factor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
566 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
567 const struct wined3d_color *factor = &state->blend_factor;
569 TRACE("Setting blend factor to %s.\n", debug_color(factor));
571 GL_EXTCALL(glBlendColor(factor->r, factor->g, factor->b, factor->a));
572 checkGLcall("glBlendColor");
575 static BOOL is_blend_enabled(struct wined3d_context *context, const struct wined3d_state *state, UINT index)
577 const struct wined3d_blend_state *b = state->blend_state;
579 if (!state->fb.render_targets[index])
580 return FALSE;
582 if (!b->desc.rt[index].enable)
583 return FALSE;
585 /* Disable blending in all cases even without pixel shaders.
586 * With blending on we could face a big performance penalty.
587 * The d3d9 visual test confirms the behavior. */
588 if (context->render_offscreen
589 && !(state->fb.render_targets[index]->format_caps & WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING))
590 return FALSE;
592 return TRUE;
595 static void blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
597 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
598 const struct wined3d_blend_state *b = state->blend_state;
599 const struct wined3d_format *rt_format;
600 GLenum src_blend, dst_blend;
601 unsigned int mask;
603 if (gl_info->supported[ARB_MULTISAMPLE])
605 if (b && b->desc.alpha_to_coverage)
606 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
607 else
608 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
609 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
612 if (b && b->desc.independent)
613 WARN("Independent blend is not supported by this GL implementation.\n");
615 mask = b ? b->desc.rt[0].writemask : 0xf;
617 gl_info->gl_ops.gl.p_glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
618 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
619 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
620 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
621 checkGLcall("glColorMask");
623 if (!b || !is_blend_enabled(context, state, 0))
625 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
626 checkGLcall("glDisable GL_BLEND");
627 return;
630 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
631 checkGLcall("glEnable GL_BLEND");
633 rt_format = state->fb.render_targets[0]->format;
635 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[0].src, b->desc.rt[0].dst, rt_format);
637 blendop(state, gl_info);
639 if (b->desc.rt[0].src != b->desc.rt[0].src_alpha || b->desc.rt[0].dst != b->desc.rt[0].dst_alpha)
641 GLenum src_blend_alpha, dst_blend_alpha;
643 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
644 if (!gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
646 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
647 return;
650 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, b->desc.rt[0].src_alpha, b->desc.rt[0].dst_alpha, rt_format);
652 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
653 checkGLcall("glBlendFuncSeparate");
655 else
657 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend);
658 gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend);
659 checkGLcall("glBlendFunc");
662 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
663 * updating. */
664 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
665 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
668 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
670 GL_EXTCALL(glColorMaski(index,
671 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
672 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
673 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
674 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
675 checkGLcall("glColorMaski");
678 static void blend_db2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
680 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
681 GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
682 const struct wined3d_blend_state *b = state->blend_state;
683 const struct wined3d_format *rt_format;
684 BOOL dual_source = b && b->dual_source;
685 unsigned int i;
687 if (b && b->desc.alpha_to_coverage)
688 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
689 else
690 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
691 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
693 if (context->last_was_dual_source_blend != dual_source)
695 /* Dual source blending changes the location of the output varyings. */
696 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
697 context->last_was_dual_source_blend = dual_source;
700 if (!b || !b->desc.independent)
702 blend(context, state, state_id);
703 return;
706 rt_format = state->fb.render_targets[0]->format;
707 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[0].src, b->desc.rt[0].dst, rt_format);
708 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, b->desc.rt[0].src_alpha, b->desc.rt[0].dst_alpha, rt_format);
710 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
711 checkGLcall("glBlendFuncSeparate");
713 GL_EXTCALL(glBlendEquationSeparate(gl_blend_op(gl_info, b->desc.rt[0].op),
714 gl_blend_op(gl_info, b->desc.rt[0].op_alpha)));
715 checkGLcall("glBlendEquationSeparate");
717 for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
719 set_color_mask(gl_info, i, b->desc.rt[i].writemask);
721 if (!is_blend_enabled(context, state, i))
723 GL_EXTCALL(glDisablei(GL_BLEND, i));
724 checkGLcall("glDisablei GL_BLEND");
725 continue;
728 GL_EXTCALL(glEnablei(GL_BLEND, i));
729 checkGLcall("glEnablei GL_BLEND");
731 if (b->desc.rt[i].src != b->desc.rt[0].src
732 || b->desc.rt[i].dst != b->desc.rt[0].dst
733 || b->desc.rt[i].op != b->desc.rt[0].op
734 || b->desc.rt[i].src_alpha != b->desc.rt[0].src_alpha
735 || b->desc.rt[i].dst_alpha != b->desc.rt[0].dst_alpha
736 || b->desc.rt[i].op_alpha != b->desc.rt[0].op_alpha)
737 WARN("Independent blend equations and blend functions are not supported by this GL implementation.\n");
740 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
741 * updating. */
742 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
743 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
746 static void blend_dbb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
748 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
749 const struct wined3d_blend_state *b = state->blend_state;
750 BOOL dual_source = b && b->dual_source;
751 unsigned int i;
753 if (b && b->desc.alpha_to_coverage)
754 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
755 else
756 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
757 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
759 if (context->last_was_dual_source_blend != dual_source)
761 /* Dual source blending changes the location of the output varyings. */
762 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
763 context->last_was_dual_source_blend = dual_source;
766 if (!b || !b->desc.independent)
768 blend(context, state, state_id);
769 return;
772 for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
774 GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
775 const struct wined3d_format *rt_format;
777 set_color_mask(gl_info, i, b->desc.rt[i].writemask);
779 if (!is_blend_enabled(context, state, i))
781 GL_EXTCALL(glDisablei(GL_BLEND, i));
782 checkGLcall("glDisablei GL_BLEND");
783 continue;
786 GL_EXTCALL(glEnablei(GL_BLEND, i));
787 checkGLcall("glEnablei GL_BLEND");
789 rt_format = state->fb.render_targets[i]->format;
790 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[i].src, b->desc.rt[i].dst, rt_format);
791 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha,
792 b->desc.rt[i].src_alpha, b->desc.rt[i].dst_alpha, rt_format);
794 GL_EXTCALL(glBlendFuncSeparatei(i, src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
795 checkGLcall("glBlendFuncSeparatei");
797 GL_EXTCALL(glBlendEquationSeparatei(i, gl_blend_op(gl_info, b->desc.rt[i].op),
798 gl_blend_op(gl_info, b->desc.rt[i].op_alpha)));
799 checkGLcall("glBlendEquationSeparatei");
802 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
803 * updating. */
804 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
805 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
808 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
810 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
811 int glParm = 0;
812 float ref;
813 BOOL enable_ckey = FALSE;
815 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
817 /* Find out if the texture on the first stage has a ckey set. The alpha
818 * state func reads the texture settings, even though alpha and texture
819 * are not grouped together. This is to avoid making a huge alpha +
820 * texture + texture stage + ckey block due to the hardly used
821 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
822 * function will call alpha in case it finds some texture + colorkeyenable
823 * combination which needs extra care. */
824 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
825 enable_ckey = TRUE;
827 if (enable_ckey || context->last_was_ckey)
828 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
829 context->last_was_ckey = enable_ckey;
831 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
832 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
834 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
835 checkGLcall("glEnable GL_ALPHA_TEST");
837 else
839 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
840 checkGLcall("glDisable GL_ALPHA_TEST");
841 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
842 * enable call
844 return;
847 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
849 glParm = GL_NOTEQUAL;
850 ref = 0.0f;
852 else
854 ref = wined3d_alpha_ref(state);
855 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
857 if (glParm)
859 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
860 checkGLcall("glAlphaFunc");
864 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
866 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
867 uint32_t enable_mask;
869 if (use_vs(state) && !context->d3d_info->vs_clipping)
871 static BOOL warned;
873 /* The OpenGL spec says that clipping planes are disabled when using
874 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
875 * driver keeps clipping planes activated with shaders in some
876 * conditions I got sick of tracking down. The shader state handler
877 * disables all clip planes because of that - don't do anything here
878 * and keep them disabled. */
879 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
880 FIXME("Clipping not supported with vertex shaders.\n");
881 return;
884 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
885 * The enabled / disabled planes are hardcoded into the shader. Update the
886 * shader to update the enabled clipplanes. In case of fixed function, we
887 * need to update the clipping field from ffp_vertex_settings. */
888 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
890 /* If enabling / disabling all
891 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
893 enable_mask = state->render_states[WINED3D_RS_CLIPPING] ?
894 state->render_states[WINED3D_RS_CLIPPLANEENABLE] : 0;
895 wined3d_context_gl_enable_clip_distances(context_gl, enable_mask);
898 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
900 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
902 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
903 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
904 * specular color. This is wrong:
905 * Separate specular color means the specular colour is maintained separately, whereas
906 * single color means it is merged in. However in both cases they are being used to
907 * some extent.
908 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
909 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
910 * running 1.4 yet!
913 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
914 * Instead, we need to setup the FinalCombiner properly.
916 * The default setup for the FinalCombiner is:
918 * <variable> <input> <mapping> <usage>
919 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
920 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
921 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
922 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
923 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
924 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
925 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
927 * That's pretty much fine as it is, except for variable B, which needs to take
928 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
929 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
932 TRACE("Setting specular enable state and materials\n");
933 if (state->render_states[WINED3D_RS_SPECULARENABLE])
935 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
936 checkGLcall("glMaterialfv");
938 if (state->material.power > gl_info->limits.shininess)
940 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
941 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
942 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
943 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
944 * them, it should be safe to do so without major visual distortions.
946 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
947 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
949 else
951 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
953 checkGLcall("glMaterialf(GL_SHININESS)");
955 if (gl_info->supported[EXT_SECONDARY_COLOR])
956 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
957 else
958 TRACE("Specular colors cannot be enabled in this version of opengl\n");
959 checkGLcall("glEnable(GL_COLOR_SUM)");
961 if (gl_info->supported[NV_REGISTER_COMBINERS])
963 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
964 checkGLcall("glFinalCombinerInputNV()");
966 } else {
967 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
969 /* for the case of enabled lighting: */
970 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
971 checkGLcall("glMaterialfv");
973 /* for the case of disabled lighting: */
974 if (gl_info->supported[EXT_SECONDARY_COLOR])
975 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
976 else
977 TRACE("Specular colors cannot be disabled in this version of opengl\n");
978 checkGLcall("glDisable(GL_COLOR_SUM)");
980 if (gl_info->supported[NV_REGISTER_COMBINERS])
982 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
983 checkGLcall("glFinalCombinerInputNV()");
987 TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
988 TRACE("ambient %s\n", debug_color(&state->material.ambient));
989 TRACE("specular %s\n", debug_color(&state->material.specular));
990 TRACE("emissive %s\n", debug_color(&state->material.emissive));
992 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
993 checkGLcall("glMaterialfv(GL_AMBIENT)");
994 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
995 checkGLcall("glMaterialfv(GL_DIFFUSE)");
996 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
997 checkGLcall("glMaterialfv(GL_EMISSION)");
1000 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1002 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1003 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1004 struct wined3d_color color;
1005 unsigned int i;
1007 /* Note the texture color applies to all textures whereas
1008 * GL_TEXTURE_ENV_COLOR applies to active only. */
1009 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
1011 /* And now the default texture color as well */
1012 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
1014 /* Note the WINED3D_RS value applies to all textures, but GL has one
1015 * per texture, so apply it now ready to be used! */
1016 wined3d_context_gl_active_texture(context_gl, gl_info, i);
1018 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
1019 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
1023 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
1024 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
1026 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1028 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1029 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1030 GL_EXTCALL(glActiveStencilFaceEXT(face));
1031 checkGLcall("glActiveStencilFaceEXT(...)");
1032 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
1033 checkGLcall("glStencilFunc(...)");
1034 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
1035 checkGLcall("glStencilOp(...)");
1038 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
1040 switch (op)
1042 case WINED3D_STENCIL_OP_KEEP:
1043 return GL_KEEP;
1044 case WINED3D_STENCIL_OP_ZERO:
1045 return GL_ZERO;
1046 case WINED3D_STENCIL_OP_REPLACE:
1047 return GL_REPLACE;
1048 case WINED3D_STENCIL_OP_INCR_SAT:
1049 return GL_INCR;
1050 case WINED3D_STENCIL_OP_DECR_SAT:
1051 return GL_DECR;
1052 case WINED3D_STENCIL_OP_INVERT:
1053 return GL_INVERT;
1054 case WINED3D_STENCIL_OP_INCR:
1055 return GL_INCR_WRAP;
1056 case WINED3D_STENCIL_OP_DECR:
1057 return GL_DECR_WRAP;
1058 default:
1059 if (!op)
1060 WARN("Unrecognized stencil op %#x.\n", op);
1061 else
1062 FIXME("Unrecognized stencil op %#x.\n", op);
1063 return GL_KEEP;
1067 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state)
1069 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1070 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1071 GLint func;
1072 GLint func_back;
1073 GLint ref;
1074 GLuint mask;
1075 GLint stencilFail;
1076 GLint stencilFail_back;
1077 GLint stencilPass;
1078 GLint stencilPass_back;
1079 GLint depthFail;
1080 GLint depthFail_back;
1082 /* No stencil test without a stencil buffer. */
1083 if (!state->fb.depth_stencil || !d || !d->desc.stencil)
1085 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1086 checkGLcall("glDisable GL_STENCIL_TEST");
1087 return;
1090 if (!(func = wined3d_gl_compare_func(d->desc.front.func)))
1091 func = GL_ALWAYS;
1092 if (!(func_back = wined3d_gl_compare_func(d->desc.back.func)))
1093 func_back = GL_ALWAYS;
1094 mask = d->desc.stencil_read_mask;
1095 ref = state->stencil_ref & wined3d_mask_from_size(state->fb.depth_stencil->format->stencil_size);
1096 stencilFail = gl_stencil_op(d->desc.front.fail_op);
1097 depthFail = gl_stencil_op(d->desc.front.depth_fail_op);
1098 stencilPass = gl_stencil_op(d->desc.front.pass_op);
1099 stencilFail_back = gl_stencil_op(d->desc.back.fail_op);
1100 depthFail_back = gl_stencil_op(d->desc.back.depth_fail_op);
1101 stencilPass_back = gl_stencil_op(d->desc.back.pass_op);
1103 TRACE("(ref %x, mask %x, "
1104 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
1105 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
1106 ref, mask,
1107 func, stencilFail, depthFail, stencilPass,
1108 func_back, stencilFail_back, depthFail_back, stencilPass_back);
1110 if (memcmp(&d->desc.front, &d->desc.back, sizeof(d->desc.front)))
1112 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
1113 checkGLcall("glEnable GL_STENCIL_TEST");
1115 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
1117 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
1118 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
1119 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask));
1120 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
1121 checkGLcall("setting two sided stencil state");
1123 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
1125 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
1126 * which has an effect on the code below too. If we apply the front face
1127 * afterwards, we are sure that the active stencil face is set to front,
1128 * and other stencil functions which do not use two sided stencil do not have
1129 * to set it back
1131 renderstate_stencil_twosided(context, GL_BACK,
1132 func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back);
1133 renderstate_stencil_twosided(context, GL_FRONT,
1134 func, ref, mask, stencilFail, depthFail, stencilPass);
1136 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
1138 GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask));
1139 checkGLcall("glStencilFuncSeparateATI(...)");
1140 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
1141 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
1142 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
1143 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
1145 else
1147 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
1150 else
1152 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
1154 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1155 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1158 /* This code disables the ATI extension as well, since the standard stencil functions are equal
1159 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
1161 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
1162 checkGLcall("glEnable GL_STENCIL_TEST");
1163 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
1164 checkGLcall("glStencilFunc(...)");
1165 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
1166 checkGLcall("glStencilOp(...)");
1170 static void depth(struct wined3d_context *context, const struct wined3d_state *state)
1172 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1173 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1174 BOOL enable_depth = d ? d->desc.depth : TRUE;
1175 GLenum depth_func = GL_LESS;
1177 if (!state->fb.depth_stencil)
1179 TRACE("No depth/stencil buffer is attached; disabling depth test.\n");
1180 enable_depth = FALSE;
1183 if (enable_depth)
1185 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
1186 checkGLcall("glEnable GL_DEPTH_TEST");
1188 else
1190 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
1191 checkGLcall("glDisable GL_DEPTH_TEST");
1194 if (!d || d->desc.depth_write)
1196 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
1197 checkGLcall("glDepthMask(GL_TRUE)");
1199 else
1201 gl_info->gl_ops.gl.p_glDepthMask(GL_FALSE);
1202 checkGLcall("glDepthMask(GL_FALSE)");
1205 if (d)
1206 depth_func = wined3d_gl_compare_func(d->desc.depth_func);
1207 if (depth_func)
1209 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
1210 checkGLcall("glDepthFunc");
1213 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
1214 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
1217 static void depth_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1219 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1220 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1221 GLuint stencil_write_mask = 0;
1223 depth(context, state);
1224 state_stencil(context, state);
1226 if (state->fb.depth_stencil)
1227 stencil_write_mask = d ? d->desc.stencil_write_mask : ~0u;
1229 gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
1230 checkGLcall("glStencilMask");
1233 static void depth_stencil_2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1235 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1236 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1237 GLuint stencil_write_mask = 0;
1239 depth(context, state);
1240 state_stencil(context, state);
1242 if (state->fb.depth_stencil)
1243 stencil_write_mask = d ? d->desc.stencil_write_mask : ~0u;
1245 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
1246 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1247 gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
1248 checkGLcall("glStencilMask");
1249 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
1250 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1251 gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
1254 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1256 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1258 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1260 if (!state->render_states[WINED3D_RS_FOGENABLE])
1261 return;
1263 /* Table fog on: Never use fog coords, and use per-fragment fog */
1264 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
1266 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
1267 if (context->fog_coord)
1269 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1270 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1271 context->fog_coord = FALSE;
1274 /* Range fog is only used with per-vertex fog in d3d */
1275 if (gl_info->supported[NV_FOG_DISTANCE])
1277 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1278 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1280 return;
1283 /* Otherwise use per-vertex fog in any case */
1284 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
1286 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
1288 /* No fog at all, or transformed vertices: Use fog coord */
1289 if (!context->fog_coord)
1291 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1292 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1293 context->fog_coord = TRUE;
1296 else
1298 /* Otherwise, use the fragment depth */
1299 if (context->fog_coord)
1301 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1302 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1303 context->fog_coord = FALSE;
1306 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1308 if (gl_info->supported[NV_FOG_DISTANCE])
1310 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1311 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1313 else
1315 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1318 else if (gl_info->supported[NV_FOG_DISTANCE])
1320 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1321 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1326 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1328 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1329 float fogstart, fogend;
1331 get_fog_start_end(context, state, &fogstart, &fogend);
1333 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1334 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1335 TRACE("Fog Start == %f\n", fogstart);
1337 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1338 checkGLcall("glFogf(GL_FOG_END, fogend)");
1339 TRACE("Fog End == %f\n", fogend);
1342 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1344 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1345 enum fogsource new_source;
1346 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1347 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1349 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1351 if (!state->render_states[WINED3D_RS_FOGENABLE])
1353 /* No fog? Disable it, and we're done :-) */
1354 gl_info->p_glDisableWINE(GL_FOG);
1355 checkGLcall("glDisable GL_FOG");
1356 return;
1359 /* Fog Rules:
1361 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1362 * It can use the Z value of the vertex, or the alpha component of the specular color.
1363 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1364 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1365 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1367 * FOGTABLEMODE != NONE:
1368 * The Z value is used, with the equation specified, no matter what vertex type.
1370 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1371 * Per vertex fog is calculated using the specified fog equation and the parameters
1373 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1374 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1375 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1378 * Rules for vertex fog with shaders:
1380 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1381 * the fog computation to happen during transformation while openGL expects it to happen
1382 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1383 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1384 * To solve this problem, WineD3D does:
1385 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1386 * shader,
1387 * and 2) disables the fog computation (in either the fixed function or programmable
1388 * rasterizer) if using a vertex program.
1390 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1391 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1392 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1393 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1394 * There are some GL differences between specular fog coords and vertex shaders though.
1396 * With table fog the vertex shader fog coordinate is ignored.
1398 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1399 * without shaders).
1402 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1403 * the system will apply only pixel(=table) fog effects."
1405 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1407 if (use_vs(state))
1409 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1410 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1411 new_source = FOGSOURCE_VS;
1413 else
1415 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1417 /* If processed vertices are used, fall through to the NONE case */
1418 case WINED3D_FOG_EXP:
1419 if (!context->last_was_rhw)
1421 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1422 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1423 new_source = FOGSOURCE_FFP;
1424 break;
1426 /* drop through */
1428 case WINED3D_FOG_EXP2:
1429 if (!context->last_was_rhw)
1431 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1432 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1433 new_source = FOGSOURCE_FFP;
1434 break;
1436 /* drop through */
1438 case WINED3D_FOG_LINEAR:
1439 if (!context->last_was_rhw)
1441 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1442 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1443 new_source = FOGSOURCE_FFP;
1444 break;
1446 /* drop through */
1448 case WINED3D_FOG_NONE:
1449 /* Both are none? According to msdn the alpha channel of
1450 * the specular colour contains a fog factor. Set it in
1451 * draw_primitive_immediate_mode(). Same happens with
1452 * vertex fog on transformed vertices. */
1453 new_source = FOGSOURCE_COORD;
1454 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1455 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1456 break;
1458 default:
1459 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1460 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1461 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1464 } else {
1465 new_source = FOGSOURCE_FFP;
1467 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1469 case WINED3D_FOG_EXP:
1470 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1471 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1472 break;
1474 case WINED3D_FOG_EXP2:
1475 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1476 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1477 break;
1479 case WINED3D_FOG_LINEAR:
1480 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1481 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1482 break;
1484 case WINED3D_FOG_NONE: /* Won't happen */
1485 default:
1486 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1487 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1491 gl_info->p_glEnableWINE(GL_FOG);
1492 checkGLcall("glEnable GL_FOG");
1493 if (new_source != context->fog_source || fogstart == fogend)
1495 context->fog_source = new_source;
1496 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1500 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1502 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1503 struct wined3d_color color;
1505 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1506 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
1507 checkGLcall("glFog GL_FOG_COLOR");
1510 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1512 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1513 union {
1514 DWORD d;
1515 float f;
1516 } tmpvalue;
1518 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1519 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1520 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1523 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1525 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1526 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1527 GLenum Parm = 0;
1529 context_gl->untracked_material_count = 0;
1530 if ((context_gl->c.stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1531 && state->render_states[WINED3D_RS_COLORVERTEX])
1533 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1534 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1535 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1536 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1537 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1539 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1541 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1542 Parm = GL_AMBIENT_AND_DIFFUSE;
1543 else
1544 Parm = GL_DIFFUSE;
1545 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1546 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
1547 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1548 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1550 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1552 Parm = GL_AMBIENT;
1553 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1554 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
1555 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1556 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1558 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1560 Parm = GL_EMISSION;
1561 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1562 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1564 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1566 Parm = GL_SPECULAR;
1570 /* Nothing changed, return. */
1571 if (Parm == context_gl->tracking_parm)
1572 return;
1574 if (!Parm)
1576 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1577 checkGLcall("glDisable GL_COLOR_MATERIAL");
1579 else
1581 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1582 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1583 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1584 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1587 /* Apparently calls to glMaterialfv are ignored for properties we're
1588 * tracking with glColorMaterial, so apply those here. */
1589 switch (context_gl->tracking_parm)
1591 case GL_AMBIENT_AND_DIFFUSE:
1592 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1593 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1594 checkGLcall("glMaterialfv");
1595 break;
1597 case GL_DIFFUSE:
1598 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1599 checkGLcall("glMaterialfv");
1600 break;
1602 case GL_AMBIENT:
1603 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1604 checkGLcall("glMaterialfv");
1605 break;
1607 case GL_EMISSION:
1608 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1609 checkGLcall("glMaterialfv");
1610 break;
1612 case GL_SPECULAR:
1613 /* Only change material color if specular is enabled, otherwise it is set to black */
1614 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1616 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1617 checkGLcall("glMaterialfv");
1619 else
1621 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1622 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1623 checkGLcall("glMaterialfv");
1625 break;
1628 context_gl->tracking_parm = Parm;
1631 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1633 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1634 union
1636 DWORD d;
1637 struct wined3d_line_pattern lp;
1638 } tmppattern;
1639 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1641 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1643 if (tmppattern.lp.repeat_factor)
1645 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1646 checkGLcall("glLineStipple(repeat, linepattern)");
1647 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1648 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1650 else
1652 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1653 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1657 static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1659 static unsigned int once;
1661 if (!once++)
1662 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1665 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1667 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1669 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1670 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1671 * by zero and is not properly defined in opengl, so avoid it
1673 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1674 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1676 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1677 checkGLcall("glEnable(GL_NORMALIZE);");
1679 else
1681 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1682 checkGLcall("glDisable(GL_NORMALIZE);");
1686 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1688 float min, max;
1690 get_pointsize_minmax(context, state, &min, &max);
1692 if (min != 1.0f)
1693 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1694 if (max != 64.0f)
1695 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1698 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1700 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1701 float min, max;
1703 get_pointsize_minmax(context, state, &min, &max);
1705 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1706 checkGLcall("glPointParameterfEXT(...)");
1707 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1708 checkGLcall("glPointParameterfEXT(...)");
1711 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1713 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1714 float min, max;
1716 get_pointsize_minmax(context, state, &min, &max);
1718 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1719 checkGLcall("glPointParameterfARB(...)");
1720 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1721 checkGLcall("glPointParameterfARB(...)");
1724 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1726 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1727 float att[3];
1728 float pointsize;
1730 get_pointsize(context, state, &pointsize, att);
1732 if (gl_info->supported[ARB_POINT_PARAMETERS])
1734 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1735 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1737 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1739 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1740 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1742 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1744 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1747 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1748 checkGLcall("glPointSize(...);");
1751 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1753 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1756 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1758 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1760 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1762 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1763 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1765 else
1767 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1768 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1772 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1774 if (state->render_states[WINED3D_RS_LASTPIXEL])
1776 TRACE("Last Pixel Drawing Enabled\n");
1778 else
1780 static BOOL warned;
1781 if (!warned) {
1782 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1783 warned = TRUE;
1784 } else {
1785 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1790 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1792 static BOOL warned;
1794 /* TODO: NV_POINT_SPRITE */
1795 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1797 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1798 FIXME("Point sprites not supported\n");
1799 warned = TRUE;
1803 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1805 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1807 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1809 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1810 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1812 else
1814 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1815 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1819 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1821 static unsigned int once;
1823 if ((state->render_states[WINED3D_RS_WRAP0]
1824 || state->render_states[WINED3D_RS_WRAP1]
1825 || state->render_states[WINED3D_RS_WRAP2]
1826 || state->render_states[WINED3D_RS_WRAP3]
1827 || state->render_states[WINED3D_RS_WRAP4]
1828 || state->render_states[WINED3D_RS_WRAP5]
1829 || state->render_states[WINED3D_RS_WRAP6]
1830 || state->render_states[WINED3D_RS_WRAP7]
1831 || state->render_states[WINED3D_RS_WRAP8]
1832 || state->render_states[WINED3D_RS_WRAP9]
1833 || state->render_states[WINED3D_RS_WRAP10]
1834 || state->render_states[WINED3D_RS_WRAP11]
1835 || state->render_states[WINED3D_RS_WRAP12]
1836 || state->render_states[WINED3D_RS_WRAP13]
1837 || state->render_states[WINED3D_RS_WRAP14]
1838 || state->render_states[WINED3D_RS_WRAP15])
1839 && !once++)
1840 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1843 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1845 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1846 WARN("Multisample antialiasing not supported by GL.\n");
1849 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1851 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1853 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1855 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1856 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1858 else
1860 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1861 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1865 static void line_antialias(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
1867 if (r && r->desc.line_antialias)
1869 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
1870 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1872 else
1874 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
1875 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1879 static void scissor(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
1881 if (r && r->desc.scissor)
1883 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1884 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1886 else
1888 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1889 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1893 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1894 * OpenGL the bias is specified in units of "the smallest value that is
1895 * guaranteed to produce a resolvable offset for a given implementation". To
1896 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1897 * We try to detect the value from GL with test draws. On most drivers (r300g,
1898 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1899 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1900 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1901 * not depend on the depth buffer precision on any driver.
1903 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1904 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1906 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1907 * doesn't need to be scaled to account for GL vs D3D differences. */
1908 static void depthbias(struct wined3d_context *context, const struct wined3d_state *state)
1910 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1911 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
1912 float scale_bias = r ? r->desc.scale_bias : 0.0f;
1913 union
1915 DWORD d;
1916 float f;
1917 } const_bias;
1919 const_bias.f = r ? r->desc.depth_bias : 0.0f;
1921 if (scale_bias || const_bias.f)
1923 const struct wined3d_rendertarget_view *depth = state->fb.depth_stencil;
1924 float factor, units, scale, clamp;
1926 clamp = r ? r->desc.depth_bias_clamp : 0.0f;
1928 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS)
1930 factor = units = -(float)const_bias.d;
1932 else
1934 if (depth)
1936 scale = depth->format->depth_bias_scale;
1938 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1939 debug_d3dformat(depth->format->id), scale);
1941 else
1943 /* The context manager will reapply this state on a depth stencil change */
1944 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1945 scale = 0.0f;
1948 factor = scale_bias;
1949 units = const_bias.f * scale;
1952 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1953 if (gl_info->supported[ARB_POLYGON_OFFSET_CLAMP])
1955 gl_info->gl_ops.ext.p_glPolygonOffsetClamp(factor, units, clamp);
1957 else
1959 if (clamp != 0.0f)
1960 WARN("Ignoring depth bias clamp %.8e.\n", clamp);
1961 gl_info->gl_ops.gl.p_glPolygonOffset(factor, units);
1964 else
1966 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1969 checkGLcall("depth bias");
1972 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1974 if (state->render_states[WINED3D_RS_ZVISIBLE])
1975 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1978 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1980 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1981 FIXME("Stippled Alpha not supported yet.\n");
1984 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1986 if (state->render_states[WINED3D_RS_ANTIALIAS])
1987 FIXME("Antialias not supported yet.\n");
1990 static void state_sample_mask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1992 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1993 unsigned int sample_mask = state->sample_mask;
1995 TRACE("Setting sample mask to %#x.\n", sample_mask);
1996 if (sample_mask != 0xffffffff)
1998 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_MASK);
1999 checkGLcall("glEnable GL_SAMPLE_MASK");
2000 GL_EXTCALL(glSampleMaski(0, sample_mask));
2001 checkGLcall("glSampleMaski");
2003 else
2005 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_MASK);
2006 checkGLcall("glDisable GL_SAMPLE_MASK");
2010 static void state_sample_mask_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2012 WARN("Unsupported in local OpenGL implementation: glSampleMaski.\n");
2015 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2017 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
2018 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
2019 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
2022 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2024 union {
2025 DWORD d;
2026 float f;
2027 } tmpvalue;
2028 tmpvalue.f = 1.0f;
2030 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
2032 static BOOL displayed = FALSE;
2034 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
2035 if(!displayed)
2036 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
2038 displayed = TRUE;
2042 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2044 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
2045 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
2046 state->render_states[WINED3D_RS_POSITIONDEGREE]);
2049 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2051 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
2052 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
2053 state->render_states[WINED3D_RS_NORMALDEGREE]);
2056 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2058 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
2059 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
2060 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
2063 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2065 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
2066 union
2068 uint32_t d;
2069 float f;
2070 } zmin, zmax;
2072 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
2074 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
2075 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
2077 /* If zmin is larger than zmax INVALID_VALUE error is generated.
2078 * In d3d9 test is not performed in this case*/
2079 if (zmin.f <= zmax.f)
2081 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
2082 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
2083 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
2084 checkGLcall("glDepthBoundsEXT(...)");
2086 else
2088 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
2089 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2092 else
2094 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
2095 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2098 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
2101 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2103 if (state->render_states[WINED3D_RS_WRAPU])
2104 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
2107 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2109 if (state->render_states[WINED3D_RS_WRAPV])
2110 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
2113 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2115 if (state->render_states[WINED3D_RS_MONOENABLE])
2116 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
2119 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2121 if (state->render_states[WINED3D_RS_ROP2])
2122 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
2125 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2127 if (state->render_states[WINED3D_RS_PLANEMASK])
2128 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
2131 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2133 if (state->render_states[WINED3D_RS_SUBPIXEL])
2134 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
2137 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2139 if (state->render_states[WINED3D_RS_SUBPIXELX])
2140 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
2143 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2145 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
2146 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
2149 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2151 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
2152 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
2155 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2157 if (state->render_states[WINED3D_RS_ANISOTROPY])
2158 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2161 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2163 if (state->render_states[WINED3D_RS_FLUSHBATCH])
2164 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2167 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2169 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2170 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2173 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2175 if (state->render_states[WINED3D_RS_EXTENTS])
2176 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2179 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2181 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2182 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2185 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2187 static int once;
2188 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2190 if (!once++)
2191 FIXME("Software vertex processing not implemented.\n");
2195 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2196 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2197 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2198 * flag specifies the complement of the input should be used. */
2199 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2200 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2202 /* Calculate the operand */
2203 if (complement) {
2204 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2205 else *operand = GL_ONE_MINUS_SRC_COLOR;
2206 } else {
2207 if (from_alpha) *operand = GL_SRC_ALPHA;
2208 else *operand = GL_SRC_COLOR;
2211 /* Calculate the source */
2212 switch (arg & WINED3DTA_SELECTMASK) {
2213 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2214 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2215 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2216 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2217 case WINED3DTA_SPECULAR:
2219 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2220 * 'Secondary color' and isn't supported until base GL supports it
2221 * There is no concept of temp registers as far as I can tell
2223 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2224 *source = GL_TEXTURE;
2225 break;
2226 default:
2227 FIXME("Unrecognized texture arg %#x\n", arg);
2228 *source = GL_TEXTURE;
2229 break;
2233 /* Setup the texture operations texture stage states */
2234 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2235 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2237 GLenum src1, src2, src3;
2238 GLenum opr1, opr2, opr3;
2239 GLenum comb_target;
2240 GLenum src0_target, src1_target, src2_target;
2241 GLenum opr0_target, opr1_target, opr2_target;
2242 GLenum scal_target;
2243 GLenum opr=0, invopr, src3_target, opr3_target;
2244 BOOL Handled = FALSE;
2246 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2248 /* Operations usually involve two args, src0 and src1 and are operations
2249 * of the form (a1 <operation> a2). However, some of the more complex
2250 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2251 * Microsoft added in a third parameter called a0. Therefore these are
2252 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2253 * parameter goes to the front.
2255 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2256 * actual functions below, expect their syntax to differ slightly to those
2257 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2258 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2260 if (isAlpha)
2262 comb_target = GL_COMBINE_ALPHA;
2263 src0_target = GL_SOURCE0_ALPHA;
2264 src1_target = GL_SOURCE1_ALPHA;
2265 src2_target = GL_SOURCE2_ALPHA;
2266 opr0_target = GL_OPERAND0_ALPHA;
2267 opr1_target = GL_OPERAND1_ALPHA;
2268 opr2_target = GL_OPERAND2_ALPHA;
2269 scal_target = GL_ALPHA_SCALE;
2271 else
2273 comb_target = GL_COMBINE_RGB;
2274 src0_target = GL_SOURCE0_RGB;
2275 src1_target = GL_SOURCE1_RGB;
2276 src2_target = GL_SOURCE2_RGB;
2277 opr0_target = GL_OPERAND0_RGB;
2278 opr1_target = GL_OPERAND1_RGB;
2279 opr2_target = GL_OPERAND2_RGB;
2280 scal_target = GL_RGB_SCALE;
2283 /* If a texture stage references an invalid texture unit the stage just
2284 * passes through the result from the previous stage */
2285 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2287 arg1 = WINED3DTA_CURRENT;
2288 op = WINED3D_TOP_SELECT_ARG1;
2291 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2293 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2294 } else {
2295 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2297 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2298 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2300 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2302 Handled = TRUE; /* Assume will be handled */
2304 /* Other texture operations require special extensions: */
2305 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2307 if (isAlpha) {
2308 opr = GL_SRC_ALPHA;
2309 invopr = GL_ONE_MINUS_SRC_ALPHA;
2310 src3_target = GL_SOURCE3_ALPHA_NV;
2311 opr3_target = GL_OPERAND3_ALPHA_NV;
2312 } else {
2313 opr = GL_SRC_COLOR;
2314 invopr = GL_ONE_MINUS_SRC_COLOR;
2315 src3_target = GL_SOURCE3_RGB_NV;
2316 opr3_target = GL_OPERAND3_RGB_NV;
2318 switch (op)
2320 case WINED3D_TOP_DISABLE: /* Only for alpha */
2321 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2322 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2323 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2324 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2325 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2326 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2327 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2328 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2329 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2330 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2331 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2332 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2333 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2334 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2335 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2336 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2337 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2338 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2339 break;
2341 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2342 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2343 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2344 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2345 if (op == WINED3D_TOP_SELECT_ARG1)
2347 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2348 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2349 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2350 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2352 else
2354 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2355 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2356 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2357 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2359 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2360 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2361 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2362 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2363 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2364 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2365 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2366 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2368 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2369 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2370 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2371 break;
2373 case WINED3D_TOP_MODULATE:
2374 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2375 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2376 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2377 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2378 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2379 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2380 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2381 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2383 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2385 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2387 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2389 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2391 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2393 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2394 break;
2395 case WINED3D_TOP_MODULATE_2X:
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2397 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2399 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2401 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2403 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2404 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2405 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2407 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2409 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2411 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2412 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2413 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2415 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2416 break;
2417 case WINED3D_TOP_MODULATE_4X:
2418 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2419 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2420 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2421 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2423 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2424 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2425 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2426 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2427 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2429 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2431 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2433 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2435 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2437 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2438 break;
2440 case WINED3D_TOP_ADD:
2441 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2442 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2443 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2444 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2445 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2446 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2447 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2448 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2449 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2450 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2451 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2452 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2453 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2454 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2455 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2456 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2457 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2458 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2459 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2460 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2461 break;
2463 case WINED3D_TOP_ADD_SIGNED:
2464 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2465 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2466 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2467 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2468 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2469 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2470 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2471 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2472 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2473 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2474 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2475 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2476 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2477 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2478 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2479 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2480 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2481 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2482 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2483 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2484 break;
2486 case WINED3D_TOP_ADD_SIGNED_2X:
2487 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2488 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2489 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2490 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2491 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2492 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2493 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2494 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2495 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2496 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2497 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2498 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2499 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2500 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2501 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2502 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2503 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2504 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2505 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2506 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2507 break;
2509 case WINED3D_TOP_ADD_SMOOTH:
2510 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2511 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2513 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2515 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2516 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2517 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2519 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2521 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2523 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2525 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2526 switch (opr1) {
2527 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2528 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2529 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2530 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2532 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2533 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2534 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2535 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2536 break;
2538 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2539 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2540 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2541 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2542 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2543 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2544 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2545 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2546 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2547 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2548 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2549 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2550 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2551 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2552 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2553 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2554 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2555 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2556 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2557 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2558 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2559 break;
2560 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2561 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2562 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2563 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2564 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2565 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2566 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2567 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2568 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2569 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2570 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2571 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2572 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2573 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2574 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2575 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2576 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2577 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2578 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2579 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2580 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2581 break;
2582 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2583 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2584 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2585 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2586 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2587 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2588 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2589 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2590 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2591 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2592 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2593 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2594 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2595 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2596 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2597 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2598 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2599 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2600 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2601 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2602 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2603 break;
2604 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2605 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2606 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2607 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2608 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2609 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2610 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2611 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2612 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2613 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2614 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2615 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2616 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2617 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2618 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2619 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2620 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2621 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2622 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2623 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2624 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2625 break;
2626 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2628 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2630 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2631 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2632 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2634 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2635 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2636 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2638 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2640 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2641 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2642 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2643 switch (opr) {
2644 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2645 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2648 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2650 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2651 break;
2652 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2654 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2655 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2656 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2658 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2660 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2662 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2664 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2665 switch (opr1) {
2666 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2667 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2670 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2672 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2673 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2674 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2676 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2677 break;
2678 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2679 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2680 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2682 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2683 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2684 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2685 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2686 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2687 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2688 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2690 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2691 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2692 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2693 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2694 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2695 switch (opr1) {
2696 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2697 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2698 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2699 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2701 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2702 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2704 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2705 break;
2706 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2708 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2710 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2711 switch (opr1) {
2712 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2713 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2714 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2715 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2718 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2719 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2720 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2722 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2723 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2724 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2725 switch (opr1) {
2726 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2727 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2729 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2730 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2732 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2734 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2735 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2736 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2737 break;
2738 case WINED3D_TOP_MULTIPLY_ADD:
2739 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2740 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2741 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2742 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2743 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2744 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2745 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2746 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2747 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2748 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2749 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2750 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2751 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2752 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2753 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2754 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2755 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2756 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2757 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2758 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2759 break;
2761 case WINED3D_TOP_BUMPENVMAP:
2762 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2763 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2764 Handled = FALSE;
2765 break;
2767 default:
2768 Handled = FALSE;
2770 if (Handled)
2772 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2773 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2775 return;
2777 } /* GL_NV_texture_env_combine4 */
2779 Handled = TRUE; /* Again, assume handled */
2780 switch (op) {
2781 case WINED3D_TOP_DISABLE: /* Only for alpha */
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, GL_PREVIOUS_EXT);
2785 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2786 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2787 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
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_SELECT_ARG1:
2792 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2793 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
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, scal_target, 1);
2799 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2800 break;
2801 case WINED3D_TOP_SELECT_ARG2:
2802 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2803 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2804 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2805 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2806 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2807 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2808 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2809 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2810 break;
2811 case WINED3D_TOP_MODULATE:
2812 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2813 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2814 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2815 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2816 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2817 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2818 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2819 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2820 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2821 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2822 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2823 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2824 break;
2825 case WINED3D_TOP_MODULATE_2X:
2826 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2827 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2828 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2829 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2830 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2831 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2832 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2833 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2834 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2835 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2836 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2837 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2838 break;
2839 case WINED3D_TOP_MODULATE_4X:
2840 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2841 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2842 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2843 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2844 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2845 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2846 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2847 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2848 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2849 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2850 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2851 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2852 break;
2853 case WINED3D_TOP_ADD:
2854 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2855 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2856 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2857 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2858 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2859 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2860 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2861 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2862 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2863 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2864 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2865 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2866 break;
2867 case WINED3D_TOP_ADD_SIGNED:
2868 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2869 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2870 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2871 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2872 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2873 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2874 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2875 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2876 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2877 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2878 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2879 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2880 break;
2881 case WINED3D_TOP_ADD_SIGNED_2X:
2882 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2883 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2884 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2885 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2886 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2887 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2888 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2889 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2890 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2891 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2892 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2893 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2894 break;
2895 case WINED3D_TOP_SUBTRACT:
2896 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2898 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2899 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2900 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2901 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2902 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2903 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2904 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2905 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2906 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2907 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2908 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2909 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2910 } else {
2911 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2913 break;
2915 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2916 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2917 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2918 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2919 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2920 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2921 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2922 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2923 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2924 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2925 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2926 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2927 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2928 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2929 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2930 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2931 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2932 break;
2933 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2934 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2935 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2936 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2937 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2938 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2939 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2940 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2941 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2942 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2943 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2944 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2945 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2946 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2947 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2948 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2949 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2950 break;
2951 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2952 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2953 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2954 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2955 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2956 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2957 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2958 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2959 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2960 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2961 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2962 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2963 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2964 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2965 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2966 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2967 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2968 break;
2969 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2970 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2971 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2972 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2973 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2974 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2975 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2976 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2977 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2978 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2979 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2980 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2981 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2982 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2983 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2984 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2985 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2986 break;
2987 case WINED3D_TOP_DOTPRODUCT3:
2988 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2990 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2991 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2993 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2995 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2996 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2997 } else {
2998 FIXME("This version of opengl does not support GL_DOT3\n");
3000 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3001 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3002 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3003 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3004 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
3005 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
3006 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
3007 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
3008 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3009 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3010 break;
3011 case WINED3D_TOP_LERP:
3012 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
3013 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
3014 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3015 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3016 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3017 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3018 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
3019 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
3020 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
3021 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
3022 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
3023 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
3024 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
3025 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
3026 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3027 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3028 break;
3029 case WINED3D_TOP_ADD_SMOOTH:
3030 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3032 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3033 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3034 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3035 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3036 switch (opr1) {
3037 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3038 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3039 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3040 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3042 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3043 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3044 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3045 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3046 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
3047 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3048 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3049 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3050 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3051 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3052 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3053 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3054 } else
3055 Handled = FALSE;
3056 break;
3057 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3058 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3060 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3061 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3062 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
3063 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
3064 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
3065 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
3066 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3067 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3068 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
3069 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3070 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3071 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3072 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3073 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3074 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3075 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3076 } else
3077 Handled = FALSE;
3078 break;
3079 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3080 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3082 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3083 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3084 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3085 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3086 switch (opr1) {
3087 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3088 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3089 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3090 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3092 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3093 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3094 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3095 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3096 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
3097 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3098 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3099 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3100 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3101 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3102 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3103 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3104 } else
3105 Handled = FALSE;
3106 break;
3107 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3108 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3110 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3111 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3112 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3113 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3114 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3115 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3116 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3117 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3118 switch (opr1) {
3119 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3120 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3121 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3122 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3124 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3125 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3126 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3127 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3128 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3129 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3130 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3131 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3132 } else
3133 Handled = FALSE;
3134 break;
3135 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3136 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3138 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3139 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3140 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3141 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3142 switch (opr1) {
3143 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3144 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3145 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3146 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3148 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3149 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3150 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3151 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3152 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
3153 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3154 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3155 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3156 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3157 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3158 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3159 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3160 } else
3161 Handled = FALSE;
3162 break;
3163 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3164 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3166 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3167 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3168 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3169 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3170 switch (opr1) {
3171 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3172 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3173 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3174 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3176 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3177 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3178 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3179 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3180 switch (opr1) {
3181 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3182 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3183 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3184 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3186 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3187 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3188 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3189 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3190 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3191 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3192 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3193 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3194 } else
3195 Handled = FALSE;
3196 break;
3197 case WINED3D_TOP_MULTIPLY_ADD:
3198 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3200 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3201 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3202 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3203 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3204 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3205 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3206 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3207 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3208 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3209 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3210 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3211 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3212 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3213 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3214 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3215 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3216 } else
3217 Handled = FALSE;
3218 break;
3219 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3220 case WINED3D_TOP_BUMPENVMAP:
3221 if (gl_info->supported[NV_TEXTURE_SHADER2])
3223 /* Technically texture shader support without register combiners is possible, but not expected to occur
3224 * on real world cards, so for now a fixme should be enough
3226 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3228 Handled = FALSE;
3229 break;
3231 default:
3232 Handled = FALSE;
3235 if (Handled) {
3236 BOOL combineOK = TRUE;
3237 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3239 DWORD op2;
3241 if (isAlpha)
3242 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3243 else
3244 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3246 /* Note: If COMBINE4 in effect can't go back to combine! */
3247 switch (op2)
3249 case WINED3D_TOP_ADD_SMOOTH:
3250 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3251 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3252 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3253 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3254 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3255 case WINED3D_TOP_MULTIPLY_ADD:
3256 /* Ignore those implemented in both cases */
3257 switch (op)
3259 case WINED3D_TOP_SELECT_ARG1:
3260 case WINED3D_TOP_SELECT_ARG2:
3261 combineOK = FALSE;
3262 Handled = FALSE;
3263 break;
3264 default:
3265 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3266 return;
3271 if (combineOK)
3273 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3274 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3276 return;
3280 /* After all the extensions, if still unhandled, report fixme */
3281 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3285 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3287 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3288 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3289 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3290 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3291 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3293 TRACE("Setting color op for stage %d\n", stage);
3295 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3296 if (use_ps(state)) return;
3298 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3300 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3302 if (tex_used && mapped_stage >= gl_info->limits.textures)
3304 FIXME("Attempt to enable unsupported stage!\n");
3305 return;
3307 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3310 if (stage >= context->lowest_disabled_stage)
3312 TRACE("Stage disabled\n");
3313 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3315 /* Disable everything here */
3316 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3317 checkGLcall("glDisable(GL_TEXTURE_2D)");
3318 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3319 checkGLcall("glDisable(GL_TEXTURE_3D)");
3320 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3322 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3323 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3325 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3327 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3328 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3331 /* All done */
3332 return;
3335 /* The sampler will also activate the correct texture dimensions, so no
3336 * need to do it here if the sampler for this stage is dirty. */
3337 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3338 texture_activate_dimensions(state->textures[stage], gl_info);
3340 set_tex_op(gl_info, state, FALSE, stage,
3341 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3342 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3343 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3344 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3347 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3349 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3350 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3351 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3352 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3353 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3354 DWORD op, arg1, arg2, arg0;
3356 TRACE("Setting alpha op for stage %d\n", stage);
3357 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3358 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3360 if (tex_used && mapped_stage >= gl_info->limits.textures)
3362 FIXME("Attempt to enable unsupported stage!\n");
3363 return;
3365 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3368 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3369 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3370 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3371 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3373 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3375 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[0]);
3376 GLenum texture_dimensions = texture_gl->target;
3378 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3380 if (texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT
3381 && !texture_gl->t.resource.format->alpha_size)
3383 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3384 * properly. On the other hand applications can still use texture combiners apparently. This code
3385 * takes care that apps cannot remove the texture's alpha channel entirely.
3387 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3388 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3389 * and alpha component of diffuse color to draw things like translucent text and perform other
3390 * blending effects.
3392 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3393 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3394 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3395 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3396 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3397 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3398 * fail alpha test). To get around this, blend state is checked: if the app enables alpha blending,
3399 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with
3400 * texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3402 * What to do with multitexturing? So far no app has been found that uses color keying with
3403 * multitexturing */
3404 if (op == WINED3D_TOP_DISABLE)
3406 arg1 = WINED3DTA_TEXTURE;
3407 op = WINED3D_TOP_SELECT_ARG1;
3409 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3411 if (state->blend_state && state->blend_state->desc.rt[0].enable)
3413 arg2 = WINED3DTA_TEXTURE;
3414 op = WINED3D_TOP_MODULATE;
3416 else arg1 = WINED3DTA_TEXTURE;
3418 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3420 if (state->blend_state && state->blend_state->desc.rt[0].enable)
3422 arg1 = WINED3DTA_TEXTURE;
3423 op = WINED3D_TOP_MODULATE;
3425 else arg2 = WINED3DTA_TEXTURE;
3431 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3432 * this if block here, and the other code(color keying, texture unit selection) are the same
3434 TRACE("Setting alpha op for stage %d\n", stage);
3435 if (gl_info->supported[NV_REGISTER_COMBINERS])
3437 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3438 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3440 else
3442 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3446 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3448 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3449 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3450 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3451 unsigned int mapped_stage = context_gl->tex_unit_map[tex];
3452 struct wined3d_matrix mat;
3454 if (use_vs(state))
3456 TRACE("Using a vertex shader, skipping.\n");
3457 return;
3460 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3461 if (mapped_stage >= gl_info->limits.textures) return;
3463 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3464 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3465 checkGLcall("glMatrixMode(GL_TEXTURE)");
3467 get_texture_matrix(context, state, mapped_stage, &mat);
3469 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3470 checkGLcall("glLoadMatrixf");
3473 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3475 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3476 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3477 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3478 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3480 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3481 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3482 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3483 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3485 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3487 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3488 return;
3491 if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FRAGMENT_SAMPLERS))
3493 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3494 return;
3496 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3498 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3500 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3501 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3502 * means use the vertex position (camera-space) as the input texture coordinates
3503 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3504 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3505 * to the TEXCOORDINDEX value
3507 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3509 case WINED3DTSS_TCI_PASSTHRU:
3510 /* Use the specified texture coordinates contained within the
3511 * vertex format. This value resolves to zero. */
3512 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3513 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3514 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3515 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3516 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3517 break;
3519 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3520 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3521 * as the input texture coordinates for this stage's texture transformation. This
3522 * equates roughly to EYE_LINEAR */
3524 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3525 gl_info->gl_ops.gl.p_glPushMatrix();
3526 gl_info->gl_ops.gl.p_glLoadIdentity();
3527 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3528 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3529 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3530 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3531 gl_info->gl_ops.gl.p_glPopMatrix();
3532 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3534 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3535 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3536 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3537 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3539 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3540 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3541 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3542 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3544 break;
3546 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3547 /* Note that NV_TEXGEN_REFLECTION support is implied when
3548 * ARB_TEXTURE_CUBE_MAP is supported */
3549 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3551 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3552 break;
3555 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3556 gl_info->gl_ops.gl.p_glPushMatrix();
3557 gl_info->gl_ops.gl.p_glLoadIdentity();
3558 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3559 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3560 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3561 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3562 gl_info->gl_ops.gl.p_glPopMatrix();
3563 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3565 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3566 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3567 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3568 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3570 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3571 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3572 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3573 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3575 break;
3577 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3578 /* Note that NV_TEXGEN_REFLECTION support is implied when
3579 * ARB_TEXTURE_CUBE_MAP is supported */
3580 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3582 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3583 break;
3586 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3587 gl_info->gl_ops.gl.p_glPushMatrix();
3588 gl_info->gl_ops.gl.p_glLoadIdentity();
3589 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3590 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3591 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3592 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3593 gl_info->gl_ops.gl.p_glPopMatrix();
3594 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3596 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3597 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3598 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3599 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3601 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3602 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3603 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3604 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3606 break;
3608 case WINED3DTSS_TCI_SPHEREMAP:
3609 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3610 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3611 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3613 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3614 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3615 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3616 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3618 break;
3620 default:
3621 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3622 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3623 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3624 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3625 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3626 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3627 checkGLcall("Disable texgen.");
3629 break;
3632 /* Update the texture matrix. */
3633 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3634 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3636 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3638 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3639 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3640 * and do all the things linked to it
3641 * TODO: Tidy that up to reload only the arrays of the changed unit
3643 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3645 wined3d_context_gl_unload_tex_coords(context_gl);
3646 wined3d_context_gl_load_tex_coords(context_gl, &context->stream_info, &curVBO, state);
3650 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3652 const DWORD sampler = state_id - STATE_SAMPLER(0);
3653 const struct wined3d_texture *texture = state->textures[sampler];
3655 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3657 if (!texture)
3658 return;
3660 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3661 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3662 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3664 if (sampler < WINED3D_MAX_TEXTURES)
3666 const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3668 if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
3670 if (tex_is_pow2)
3671 context->lastWasPow2Texture |= 1u << sampler;
3672 else
3673 context->lastWasPow2Texture &= ~(1u << sampler);
3675 transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3680 static enum wined3d_texture_address wined3d_texture_gl_address_mode(const struct wined3d_texture_gl *texture_gl,
3681 enum wined3d_texture_address t)
3683 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3685 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3686 return WINED3D_TADDRESS_WRAP;
3689 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3690 if (texture_gl->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
3691 && t == WINED3D_TADDRESS_WRAP))
3692 return WINED3D_TADDRESS_CLAMP;
3694 return t;
3697 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3698 const struct wined3d_context_gl *context_gl, const DWORD *sampler_states,
3699 const struct wined3d_texture_gl *texture_gl)
3701 union
3703 float f;
3704 DWORD d;
3705 } lod_bias;
3707 desc->address_u = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3708 desc->address_v = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3709 desc->address_w = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3710 wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
3711 sampler_states[WINED3D_SAMP_BORDER_COLOR]);
3712 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3713 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3714 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3715 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3716 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3717 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3718 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3719 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3720 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3721 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3722 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3723 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3724 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3725 desc->lod_bias = lod_bias.f;
3726 desc->min_lod = -1000.0f;
3727 desc->max_lod = 1000.0f;
3728 desc->mip_base_level = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
3729 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3730 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3731 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3732 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3733 || (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2))
3734 desc->max_anisotropy = 1;
3735 desc->compare = texture_gl->t.resource.format_caps & WINED3D_FORMAT_CAP_SHADOW;
3736 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3737 desc->srgb_decode = is_srgb_enabled(sampler_states);
3739 if (!(texture_gl->t.resource.format_caps & WINED3D_FORMAT_CAP_FILTERING))
3741 desc->mag_filter = WINED3D_TEXF_POINT;
3742 desc->min_filter = WINED3D_TEXF_POINT;
3743 desc->mip_filter = WINED3D_TEXF_NONE;
3746 if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
3748 desc->mip_filter = WINED3D_TEXF_NONE;
3749 if (context_gl->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3750 desc->min_filter = WINED3D_TEXF_POINT;
3754 /* Enabling and disabling texture dimensions is done by texture stage state /
3755 * pixel shader setup, this function only has to bind textures and set the per
3756 * texture states. */
3757 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3759 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3760 unsigned int sampler_idx = state_id - STATE_SAMPLER(0);
3761 unsigned int mapped_stage = context_gl->tex_unit_map[sampler_idx];
3762 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3764 TRACE("Sampler %u.\n", sampler_idx);
3766 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3768 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3769 return;
3772 if (mapped_stage >= gl_info->limits.graphics_samplers)
3773 return;
3774 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3776 if (state->textures[sampler_idx])
3778 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[sampler_idx]);
3779 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3780 struct wined3d_device *device = context->device;
3781 BOOL srgb = is_srgb_enabled(sampler_states);
3782 struct wined3d_sampler_desc desc;
3783 struct wined3d_sampler *sampler;
3784 struct wine_rb_entry *entry;
3786 wined3d_sampler_desc_from_sampler_states(&desc, context_gl, sampler_states, texture_gl);
3788 wined3d_texture_gl_bind(texture_gl, context_gl, srgb);
3790 if ((entry = wine_rb_get(&device->samplers, &desc)))
3792 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3794 else
3796 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler)))
3798 ERR("Failed to create sampler.\n");
3799 return;
3801 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3803 ERR("Failed to insert sampler.\n");
3804 wined3d_sampler_decref(sampler);
3805 return;
3809 wined3d_sampler_gl_bind(wined3d_sampler_gl(sampler), mapped_stage, texture_gl, context_gl);
3811 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3812 if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3813 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3815 else
3817 wined3d_context_gl_bind_texture(context_gl, GL_NONE, 0);
3818 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3820 GL_EXTCALL(glBindSampler(mapped_stage, 0));
3821 checkGLcall("glBindSampler");
3826 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3828 unsigned int i;
3830 if (use_ps(state))
3832 if (!context->last_was_pshader)
3834 /* Former draw without a pixel shader, some samplers may be
3835 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3836 * make sure to enable them. */
3837 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3839 if (!isStateDirty(context, STATE_SAMPLER(i)))
3840 sampler(context, state, STATE_SAMPLER(i));
3842 context->last_was_pshader = TRUE;
3844 else
3846 /* Otherwise all samplers were activated by the code above in
3847 * earlier draws, or by sampler() if a different texture was
3848 * bound. I don't have to do anything. */
3851 else
3853 /* Disabled the pixel shader - color ops weren't applied while it was
3854 * enabled, so re-apply them. */
3855 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3857 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3858 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3860 context->last_was_pshader = FALSE;
3863 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3866 static void state_compute_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3868 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3871 static void state_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3873 enum wined3d_shader_type shader_type = state_id - STATE_SHADER(0);
3874 context->shader_update_mask |= 1u << shader_type;
3877 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3879 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3882 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3884 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3885 struct wined3d_matrix mat;
3887 /* This function is called by transform_view below if the view matrix was changed too
3889 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3890 * does not always update the world matrix, only on a switch between transformed
3891 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3892 * draw, but that should be rather rare and cheaper in total.
3894 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3895 checkGLcall("glMatrixMode");
3897 get_modelview_matrix(context, state, 0, &mat);
3899 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3900 checkGLcall("glLoadMatrixf");
3903 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3905 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3906 UINT index = state_id - STATE_CLIPPLANE(0);
3907 GLdouble plane[4];
3909 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3910 return;
3912 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3913 gl_info->gl_ops.gl.p_glPushMatrix();
3915 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3916 if (!use_vs(state))
3917 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3918 else
3919 /* With vertex shaders, clip planes are not transformed in Direct3D,
3920 * while in OpenGL they are still transformed by the model view matrix. */
3921 gl_info->gl_ops.gl.p_glLoadIdentity();
3923 plane[0] = state->clip_planes[index].x;
3924 plane[1] = state->clip_planes[index].y;
3925 plane[2] = state->clip_planes[index].z;
3926 plane[3] = state->clip_planes[index].w;
3928 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3929 plane[0], plane[1], plane[2], plane[3]);
3930 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3931 checkGLcall("glClipPlane");
3933 gl_info->gl_ops.gl.p_glPopMatrix();
3936 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3938 unsigned int matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3940 WARN("Unsupported world matrix %u set.\n", matrix);
3943 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3945 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3946 static unsigned int once;
3948 if (f == WINED3D_VBF_DISABLE)
3949 return;
3951 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3952 else WARN("Vertex blend flags %#x not supported.\n", f);
3955 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3957 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3958 const struct wined3d_light_info *light = NULL;
3959 unsigned int k;
3961 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3962 * NOTE: We have to reset the positions even if the light/plane is not currently
3963 * enabled, since the call to enable it will not reset the position.
3964 * NOTE2: Apparently texture transforms do NOT need reapplying
3967 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3968 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3969 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3970 checkGLcall("glLoadMatrixf(...)");
3972 /* Reset lights. TODO: Call light apply func */
3973 for (k = 0; k < gl_info->limits.lights; ++k)
3975 if (!(light = state->light_state.lights[k]))
3976 continue;
3977 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3978 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3979 else
3980 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3981 checkGLcall("glLightfv posn");
3982 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3983 checkGLcall("glLightfv dirn");
3986 /* Reset Clipping Planes */
3987 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
3989 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3990 clipplane(context, state, STATE_CLIPPLANE(k));
3993 if (context->last_was_rhw)
3995 gl_info->gl_ops.gl.p_glLoadIdentity();
3996 checkGLcall("glLoadIdentity()");
3997 /* No need to update the world matrix, the identity is fine */
3998 return;
4001 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
4002 * No need to do it here if the state is scheduled for update. */
4003 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4004 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4007 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4009 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4010 struct wined3d_matrix projection;
4012 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
4013 checkGLcall("glMatrixMode(GL_PROJECTION)");
4015 get_projection_matrix(context, state, &projection);
4016 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
4017 checkGLcall("glLoadMatrixf");
4020 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4022 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
4025 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4027 if (isStateDirty(context, STATE_STREAMSRC))
4028 return;
4029 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
4032 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4034 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4035 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4036 BOOL useVertexShaderFunction = use_vs(state);
4037 BOOL updateFog = FALSE;
4038 BOOL transformed;
4039 BOOL wasrhw = context->last_was_rhw;
4040 unsigned int i;
4042 transformed = context->stream_info.position_transformed;
4043 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4044 updateFog = TRUE;
4046 context->last_was_rhw = transformed;
4048 if (context->stream_info.swizzle_map != context->last_swizzle_map)
4049 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4051 context->last_swizzle_map = context->stream_info.swizzle_map;
4053 /* Don't have to apply the matrices when vertex shaders are used. When
4054 * vshaders are turned off this function will be called again anyway to
4055 * make sure they're properly set. */
4056 if (!useVertexShaderFunction)
4058 /* TODO: Move this mainly to the viewport state and only apply when
4059 * the vp has changed or transformed / untransformed was switched. */
4060 if (wasrhw != context->last_was_rhw
4061 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4062 && !isStateDirty(context, STATE_VIEWPORT))
4063 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4064 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4065 * mode.
4067 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4068 * this check will fail and the matrix not applied again. This is OK because a simple
4069 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4070 * needs of the vertex declaration.
4072 * World and view matrix go into the same gl matrix, so only apply them when neither is
4073 * dirty
4075 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4076 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4077 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4078 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4079 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4080 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4081 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4083 if (context->last_was_vshader)
4085 updateFog = TRUE;
4087 if (!context->d3d_info->vs_clipping
4088 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4090 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4093 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4095 clipplane(context, state, STATE_CLIPPLANE(i));
4098 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4099 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4101 else
4103 if (!context->last_was_vshader)
4105 static BOOL warned = FALSE;
4106 if (!context->d3d_info->vs_clipping)
4108 /* Disable all clip planes to get defined results on all drivers. See comment in the
4109 * state_clipping state handler
4111 wined3d_context_gl_enable_clip_distances(context_gl, 0);
4113 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4115 FIXME("Clipping not supported with vertex shaders.\n");
4116 warned = TRUE;
4119 if (wasrhw)
4121 /* Apply the transform matrices when switching from rhw
4122 * drawing to vertex shaders. Vertex shaders themselves do
4123 * not need it, but the matrices are not reapplied
4124 * automatically when switching back from vertex shaders to
4125 * fixed function processing. So make sure we leave the fixed
4126 * function vertex processing states back in a sane state
4127 * before switching to shaders. */
4128 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4129 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4130 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4131 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4133 updateFog = TRUE;
4135 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4136 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4137 * device->vs_clipping is false.
4139 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4141 clipplane(context, state, STATE_CLIPPLANE(i));
4146 context->last_was_vshader = useVertexShaderFunction;
4147 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4149 if (updateFog)
4150 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4152 if (!useVertexShaderFunction)
4154 unsigned int i;
4156 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
4158 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4159 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4162 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4163 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4164 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
4168 static void get_viewports(struct wined3d_context *context, const struct wined3d_state *state,
4169 unsigned int viewport_count, struct wined3d_viewport *viewports)
4171 const struct wined3d_rendertarget_view *depth_stencil = state->fb.depth_stencil;
4172 const struct wined3d_rendertarget_view *target = state->fb.render_targets[0];
4173 unsigned int width, height, i;
4175 for (i = 0; i < viewport_count; ++i)
4176 viewports[i] = state->viewports[i];
4178 /* Note: GL uses a lower left origin while DirectX uses upper left. This
4179 * is reversed when using offscreen rendering. */
4180 if (context->render_offscreen)
4181 return;
4183 if (target)
4185 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4187 else if (depth_stencil)
4189 height = depth_stencil->height;
4191 else
4193 FIXME("Could not get the height of render targets.\n");
4194 return;
4197 for (i = 0; i < viewport_count; ++i)
4198 viewports[i].y = height - (viewports[i].y + viewports[i].height);
4201 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4203 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4204 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4205 float min_z, max_z;
4207 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4209 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4210 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4212 unsigned int i, reset_count = 0;
4214 get_viewports(context, state, state->viewport_count, vp);
4215 for (i = 0; i < state->viewport_count; ++i)
4217 wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
4218 depth_ranges[i * 2] = min_z;
4219 depth_ranges[i * 2 + 1] = max_z;
4221 viewports[i * 4] = vp[i].x;
4222 viewports[i * 4 + 1] = vp[i].y;
4223 viewports[i * 4 + 2] = vp[i].width;
4224 viewports[i * 4 + 3] = vp[i].height;
4226 /* Don't pass fractionals to GL if we earlier decided not to use
4227 * this functionality for two reasons: First, GL might offer us
4228 * fewer than 8 bits, and still make use of the fractional, in
4229 * addition to the emulation we apply in shader_get_position_fixup.
4230 * Second, even if GL tells us it has no subpixel precision (Mac OS!)
4231 * it might still do something with the fractional amount, e.g.
4232 * round it upwards. I can't find any info on rounding in
4233 * GL_ARB_viewport_array. */
4234 if (!context->d3d_info->subpixel_viewport)
4236 viewports[i * 4] = floor(viewports[i * 4]);
4237 viewports[i * 4 + 1] = floor(viewports[i * 4 + 1]);
4238 viewports[i * 4 + 2] = floor(viewports[i * 4 + 2]);
4239 viewports[i * 4 + 3] = floor(viewports[i * 4 + 3]);
4243 if (context->viewport_count > state->viewport_count)
4244 reset_count = context->viewport_count - state->viewport_count;
4246 if (reset_count)
4248 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4249 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4252 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4253 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4254 context->viewport_count = state->viewport_count;
4256 else
4258 get_viewports(context, state, 1, vp);
4259 wined3d_viewport_get_z_range(&vp[0], &min_z, &max_z);
4260 gl_info->gl_ops.gl.p_glDepthRange(min_z, max_z);
4261 gl_info->gl_ops.gl.p_glViewport(vp[0].x, vp[0].y, vp[0].width, vp[0].height);
4263 checkGLcall("setting clip space and viewport");
4266 static void viewport_miscpart_cc(struct wined3d_context *context,
4267 const struct wined3d_state *state, DWORD state_id)
4269 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4270 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4271 float pixel_center_offset = context->d3d_info->wined3d_creation_flags
4272 & WINED3D_PIXEL_CENTER_INTEGER ? 0.5f : 0.0f;
4273 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4274 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4275 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4276 unsigned int i, reset_count = 0;
4277 float min_z, max_z;
4279 pixel_center_offset += context->d3d_info->filling_convention_offset / 2.0f;
4280 get_viewports(context, state, state->viewport_count, vp);
4282 GL_EXTCALL(glClipControl(context->render_offscreen ? GL_UPPER_LEFT : GL_LOWER_LEFT, GL_ZERO_TO_ONE));
4284 for (i = 0; i < state->viewport_count; ++i)
4286 wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
4287 depth_ranges[i * 2] = min_z;
4288 depth_ranges[i * 2 + 1] = max_z;
4290 viewports[i * 4] = vp[i].x + pixel_center_offset;
4291 viewports[i * 4 + 1] = vp[i].y + pixel_center_offset;
4292 viewports[i * 4 + 2] = vp[i].width;
4293 viewports[i * 4 + 3] = vp[i].height;
4296 if (context->viewport_count > state->viewport_count)
4297 reset_count = context->viewport_count - state->viewport_count;
4299 if (reset_count)
4301 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4302 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4305 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4306 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4307 context->viewport_count = state->viewport_count;
4309 checkGLcall("setting clip space and viewport");
4312 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4314 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4315 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4316 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4317 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4318 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4319 /* Update the position fixup. */
4320 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
4323 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4325 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4326 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4327 const struct wined3d_light_info *lightInfo = state->light_state.lights[Index];
4329 if (!lightInfo)
4331 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4332 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4334 else
4336 float quad_att;
4338 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4339 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4340 gl_info->gl_ops.gl.p_glPushMatrix();
4341 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4343 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, &lightInfo->OriginalParms.diffuse.r);
4344 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, &lightInfo->OriginalParms.specular.r);
4345 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, &lightInfo->OriginalParms.ambient.r);
4346 checkGLcall("glLightfv");
4348 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4349 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4350 else
4351 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4353 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4354 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4355 * Attenuation0 to NaN and crashes in the gl lib
4358 switch (lightInfo->OriginalParms.type)
4360 case WINED3D_LIGHT_POINT:
4361 /* Position */
4362 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4363 checkGLcall("glLightfv");
4364 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4365 checkGLcall("glLightf");
4366 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4367 lightInfo->OriginalParms.attenuation0);
4368 checkGLcall("glLightf");
4369 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4370 lightInfo->OriginalParms.attenuation1);
4371 checkGLcall("glLightf");
4372 if (quad_att < lightInfo->OriginalParms.attenuation2)
4373 quad_att = lightInfo->OriginalParms.attenuation2;
4374 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4375 checkGLcall("glLightf");
4376 /* FIXME: Range */
4377 break;
4379 case WINED3D_LIGHT_SPOT:
4380 /* Position */
4381 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4382 checkGLcall("glLightfv");
4383 /* Direction */
4384 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4385 checkGLcall("glLightfv");
4386 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4387 checkGLcall("glLightf");
4388 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4389 checkGLcall("glLightf");
4390 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4391 lightInfo->OriginalParms.attenuation0);
4392 checkGLcall("glLightf");
4393 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4394 lightInfo->OriginalParms.attenuation1);
4395 checkGLcall("glLightf");
4396 if (quad_att < lightInfo->OriginalParms.attenuation2)
4397 quad_att = lightInfo->OriginalParms.attenuation2;
4398 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4399 checkGLcall("glLightf");
4400 /* FIXME: Range */
4401 break;
4403 case WINED3D_LIGHT_DIRECTIONAL:
4404 /* Direction */
4405 /* Note GL uses w position of 0 for direction! */
4406 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4407 checkGLcall("glLightfv");
4408 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4409 checkGLcall("glLightf");
4410 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4411 checkGLcall("glLightf");
4412 break;
4414 default:
4415 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4418 /* Restore the modelview matrix */
4419 gl_info->gl_ops.gl.p_glPopMatrix();
4421 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4422 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4426 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4428 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4429 unsigned int height = 0;
4430 const RECT *r;
4432 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4433 * so our viewport correction does not apply. Warning2: Even in windowed
4434 * mode the coords are relative to the window, not the screen. */
4436 if (!context->render_offscreen)
4438 const struct wined3d_rendertarget_view *target = state->fb.render_targets[0];
4439 unsigned int width;
4441 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4444 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4446 GLint sr[4 * WINED3D_MAX_VIEWPORTS];
4447 unsigned int i, reset_count = 0;
4449 for (i = 0; i < state->scissor_rect_count; ++i)
4451 r = &state->scissor_rects[i];
4453 sr[i * 4] = r->left;
4454 sr[i * 4 + 1] = height ? height - r->top : r->top;
4455 sr[i * 4 + 2] = r->right - r->left;
4456 sr[i * 4 + 3] = r->bottom - r->top;
4459 if (context->scissor_rect_count > state->scissor_rect_count)
4460 reset_count = context->scissor_rect_count - state->scissor_rect_count;
4462 if (reset_count)
4463 memset(&sr[state->scissor_rect_count * 4], 0, reset_count * 4 * sizeof(GLint));
4465 GL_EXTCALL(glScissorArrayv(0, state->scissor_rect_count + reset_count, sr));
4466 checkGLcall("glScissorArrayv");
4467 context->scissor_rect_count = state->scissor_rect_count;
4469 else
4471 r = &state->scissor_rects[0];
4472 gl_info->gl_ops.gl.p_glScissor(r->left, height ? height - r->top : r->top,
4473 r->right - r->left, r->bottom - r->top);
4474 checkGLcall("glScissor");
4478 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4480 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4481 const struct wined3d_stream_info *stream_info = &context->stream_info;
4482 struct wined3d_buffer *buffer;
4484 if (!state->index_buffer || !stream_info->all_vbo)
4486 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4487 return;
4490 buffer = state->index_buffer;
4491 if (buffer->buffer_object)
4493 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wined3d_bo_gl(buffer->buffer_object)->id));
4494 buffer->bo_user.valid = true;
4496 else
4498 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4502 static void depth_clip(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
4504 if (!gl_info->supported[ARB_DEPTH_CLAMP])
4506 if (r && !r->desc.depth_clip)
4507 FIXME("Depth clamp not supported by this GL implementation.\n");
4508 return;
4511 if (r && !r->desc.depth_clip)
4512 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
4513 else
4514 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
4515 checkGLcall("depth clip");
4518 static void rasterizer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4520 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4521 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
4522 GLenum mode;
4524 mode = r && r->desc.front_ccw ? GL_CCW : GL_CW;
4525 if (context->render_offscreen)
4526 mode = (mode == GL_CW) ? GL_CCW : GL_CW;
4528 gl_info->gl_ops.gl.p_glFrontFace(mode);
4529 checkGLcall("glFrontFace");
4530 depthbias(context, state);
4531 fillmode(r, gl_info);
4532 cullmode(r, gl_info);
4533 depth_clip(r, gl_info);
4534 scissor(r, gl_info);
4535 line_antialias(r, gl_info);
4538 static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4540 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4541 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
4542 GLenum mode;
4544 mode = r && r->desc.front_ccw ? GL_CCW : GL_CW;
4546 gl_info->gl_ops.gl.p_glFrontFace(mode);
4547 checkGLcall("glFrontFace");
4548 depthbias(context, state);
4549 fillmode(r, gl_info);
4550 cullmode(r, gl_info);
4551 depth_clip(r, gl_info);
4552 scissor(r, gl_info);
4553 line_antialias(r, gl_info);
4556 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4558 static BOOL warned;
4560 if (!warned)
4562 WARN("Point sprite coordinate origin switching not supported.\n");
4563 warned = TRUE;
4567 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4569 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4570 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4572 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4573 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4576 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4578 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4580 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4582 if (needs_srgb_write(context->d3d_info, state, &state->fb))
4583 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4584 else
4585 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4588 static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4590 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4591 enum wined3d_shader_type shader_type;
4592 struct wined3d_buffer *buffer;
4593 unsigned int i, base, count;
4594 struct wined3d_bo_gl *bo_gl;
4596 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4598 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id))
4599 shader_type = state_id - STATE_GRAPHICS_CONSTANT_BUFFER(0);
4600 else
4601 shader_type = WINED3D_SHADER_TYPE_COMPUTE;
4603 /* If a shader has not been set, buffer objects are not yet initialised. */
4604 if (!state->shader[shader_type])
4605 return;
4607 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
4608 for (i = 0; i < count; ++i)
4610 const struct wined3d_constant_buffer_state *buffer_state = &state->cb[shader_type][i];
4612 if (!buffer_state->buffer)
4614 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, 0));
4615 continue;
4618 buffer = buffer_state->buffer;
4619 bo_gl = wined3d_bo_gl(buffer->buffer_object);
4620 GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER, base + i,
4621 bo_gl->id, bo_gl->b.buffer_offset + buffer_state->offset, buffer_state->size));
4622 buffer->bo_user.valid = true;
4624 checkGLcall("bind constant buffers");
4627 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4629 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4631 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4634 static void state_shader_resource_binding(struct wined3d_context *context,
4635 const struct wined3d_state *state, DWORD state_id)
4637 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4639 context->update_shader_resource_bindings = 1;
4642 static void state_cs_resource_binding(struct wined3d_context *context,
4643 const struct wined3d_state *state, DWORD state_id)
4645 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4646 context->update_compute_shader_resource_bindings = 1;
4649 static void state_uav_binding(struct wined3d_context *context,
4650 const struct wined3d_state *state, DWORD state_id)
4652 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4653 context->update_unordered_access_view_bindings = 1;
4656 static void state_cs_uav_binding(struct wined3d_context *context,
4657 const struct wined3d_state *state, DWORD state_id)
4659 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4660 context->update_compute_unordered_access_view_bindings = 1;
4663 static void state_uav_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4665 WARN("ARB_shader_image_load_store is not supported by this OpenGL implementation.\n");
4668 static void state_so(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4670 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4671 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4672 struct wined3d_buffer *buffer;
4673 unsigned int offset, size, i;
4674 struct wined3d_bo_gl *bo_gl;
4676 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4678 wined3d_context_gl_end_transform_feedback(context_gl);
4680 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4682 if (!state->stream_output[i].buffer)
4684 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, i, 0));
4685 continue;
4688 buffer = state->stream_output[i].buffer;
4689 offset = state->stream_output[i].offset;
4690 bo_gl = wined3d_bo_gl(buffer->buffer_object);
4691 if (offset == ~0u)
4693 FIXME("Appending to stream output buffers not implemented.\n");
4694 offset = 0;
4696 size = buffer->resource.size - offset;
4697 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i,
4698 bo_gl->id, bo_gl->b.buffer_offset + offset, size));
4699 buffer->bo_user.valid = true;
4701 checkGLcall("bind transform feedback buffers");
4704 static void state_so_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4706 WARN("Transform feedback not supported.\n");
4709 const struct wined3d_state_entry_template misc_state_template_gl[] =
4711 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4712 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4713 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4714 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4715 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4716 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4717 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4718 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4719 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4720 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4721 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4722 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4723 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4724 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE },
4725 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4726 { STATE_COMPUTE_SHADER_RESOURCE_BINDING, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, state_cs_resource_binding}, WINED3D_GL_EXT_NONE },
4727 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_cs_uav_binding}, ARB_SHADER_IMAGE_LOAD_STORE },
4728 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4729 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so, }, WINED3D_GL_VERSION_3_2 },
4730 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so_warn, }, WINED3D_GL_EXT_NONE },
4731 { STATE_BLEND, { STATE_BLEND, blend_dbb }, ARB_DRAW_BUFFERS_BLEND },
4732 { STATE_BLEND, { STATE_BLEND, blend_db2 }, EXT_DRAW_BUFFERS2 },
4733 { STATE_BLEND, { STATE_BLEND, blend }, WINED3D_GL_EXT_NONE },
4734 { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor }, EXT_BLEND_COLOR },
4735 { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor_w}, WINED3D_GL_EXT_NONE },
4736 { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask }, ARB_TEXTURE_MULTISAMPLE },
4737 { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask_w }, WINED3D_GL_EXT_NONE },
4738 { STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil_2s }, EXT_STENCIL_TWO_SIDE },
4739 { STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil }, WINED3D_GL_EXT_NONE },
4740 { STATE_STENCIL_REF, { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
4741 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4742 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4743 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL },
4744 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer }, WINED3D_GL_EXT_NONE },
4745 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4746 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
4747 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4748 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4750 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4751 * vshader loadings are untied from each other
4753 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4754 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4755 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4756 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4757 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4758 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4759 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4760 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4761 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4762 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4763 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4764 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4765 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4766 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4767 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4768 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4769 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4770 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4771 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4772 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4773 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4774 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4775 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4776 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4777 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4778 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4779 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4780 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4781 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4782 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4783 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4784 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4785 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4786 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4787 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4788 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4789 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4790 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4791 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4792 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4793 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4794 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4795 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4796 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4797 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4798 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4799 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4800 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4802 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL },
4803 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4804 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4805 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4806 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4807 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
4808 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4809 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4810 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
4811 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
4812 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4813 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4814 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4815 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4816 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4817 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4818 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4819 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4820 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4821 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4822 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4823 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4824 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
4825 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4826 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4827 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4828 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4829 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4830 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4831 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4832 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4833 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4834 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4835 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4836 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4837 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4838 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4839 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4840 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4841 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4842 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4843 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4844 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4845 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4846 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4847 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4848 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4849 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4850 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4851 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4852 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4853 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4854 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
4855 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
4856 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4857 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4858 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4859 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
4860 /* Samplers */
4861 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
4862 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
4863 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
4864 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
4865 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
4866 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
4867 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
4868 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
4869 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
4870 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
4871 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
4872 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
4873 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
4874 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
4875 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
4876 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
4877 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
4878 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
4879 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
4880 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
4881 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
4882 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
4883 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
4884 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
4885 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), state_shader }, WINED3D_GL_EXT_NONE },
4886 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), state_shader }, WINED3D_GL_EXT_NONE },
4887 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE },
4888 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE },
4889 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4892 static const struct wined3d_state_entry_template vp_ffp_states[] =
4894 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
4895 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
4898 /* Clip planes */
4899 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
4900 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
4901 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
4902 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
4903 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
4904 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
4905 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
4906 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
4907 /* Lights */
4908 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
4909 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
4910 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
4911 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
4912 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
4913 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
4914 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
4915 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
4916 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
4917 /* Viewport */
4918 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
4919 /* Transform states follow */
4920 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
4921 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
4922 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4923 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4924 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4925 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4927 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4928 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4929 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4930 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
4931 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
4932 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
4933 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
4934 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
4935 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
4936 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
4937 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
4938 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
4939 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
4940 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
4941 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
4942 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
4943 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
4944 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
4945 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
4946 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
4947 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
4948 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
4949 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
4950 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
4951 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
4952 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
4953 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
4954 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
4955 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
4956 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
4957 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
4958 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
4959 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
4960 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
4961 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
4962 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
4963 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
4964 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
4965 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
4966 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
4967 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
4968 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
4969 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
4970 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
4971 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
4972 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
4973 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
4974 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
4975 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
4976 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
4977 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
4978 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
4979 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
4980 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
4981 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
4982 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
4983 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
4984 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
4985 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
4986 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
4987 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
4988 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
4989 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
4990 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
4991 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
4992 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
4993 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
4994 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
4995 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
4996 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
4997 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
4998 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
4999 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5000 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5001 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5002 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5003 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5004 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5005 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5006 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5007 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5008 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5009 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5010 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5011 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5012 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5013 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5014 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5015 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5016 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5017 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5018 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5019 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5020 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5021 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5022 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5023 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5024 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5025 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5026 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5027 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5028 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5029 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5030 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5031 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5032 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5033 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5034 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5035 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5036 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5037 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5038 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5039 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5040 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5041 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5042 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5043 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5044 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5045 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5046 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5047 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5048 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5049 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5050 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5051 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5052 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5053 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5054 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5055 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5056 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5057 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5058 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5059 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5060 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5061 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5062 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5063 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5064 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5065 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5066 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5067 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5068 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5069 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5070 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5071 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5072 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5073 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5074 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5075 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5076 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5077 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5078 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5079 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5080 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5081 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5082 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5083 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5084 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5085 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5086 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5087 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5088 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5089 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5090 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5091 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5092 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5093 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5094 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5095 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5096 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5097 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5187 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5188 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5189 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5190 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5191 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5192 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5193 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5194 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5202 /* Fog */
5203 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5204 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5205 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5206 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5207 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5208 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5209 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5210 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5211 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5212 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5213 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5214 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5215 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5216 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5217 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5218 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5219 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5220 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5221 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5222 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5223 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5224 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5225 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5226 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5227 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5228 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5229 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5230 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5231 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5232 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5233 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5235 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5236 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5237 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5239 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5240 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5241 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5242 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5243 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5244 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5245 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5246 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5247 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5248 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5249 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5250 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5251 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5252 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5253 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5254 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5255 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5256 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5257 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5258 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5259 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5260 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5261 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5262 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5263 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5264 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5267 static const struct wined3d_state_entry_template ffp_fragmentstate_template[] = {
5268 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5269 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5270 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5271 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5272 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5273 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5274 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5275 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5276 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5277 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5278 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5279 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5280 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5281 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5282 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5283 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5284 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5285 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5286 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5287 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5288 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5289 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5290 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5291 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5292 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5293 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5294 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5295 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5296 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5297 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5298 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5299 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5300 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5301 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5302 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5303 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5304 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5305 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5306 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5307 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5308 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5309 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5310 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5311 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5312 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5313 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5314 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5315 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5316 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5317 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5318 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5319 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5320 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5321 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5322 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5323 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5324 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5325 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5326 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5327 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5328 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5329 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5330 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5331 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5332 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5333 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5334 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5335 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5336 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5337 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5338 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5339 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5340 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5341 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5342 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5343 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5344 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5345 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5346 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5347 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5348 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5349 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5350 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5351 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5352 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5353 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5354 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5355 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5356 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5357 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5358 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5359 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5360 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5361 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5362 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5363 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5364 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5365 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5366 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5367 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5368 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5369 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5370 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5371 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5372 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5375 /* Context activation is done by the caller. */
5376 static void ffp_pipe_enable(const struct wined3d_context *context, BOOL enable) {}
5378 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5380 return shader_priv;
5383 static void ffp_free(struct wined3d_device *device, struct wined3d_context *context) {}
5385 static void vp_ffp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
5387 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5389 caps->xyzrhw = FALSE;
5390 caps->ffp_generic_attributes = FALSE;
5391 caps->max_active_lights = gl_info->limits.lights;
5392 caps->max_vertex_blend_matrices = 1;
5393 caps->max_vertex_blend_matrix_index = 0;
5394 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5395 | WINED3DVTXPCAPS_MATERIALSOURCE7
5396 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5397 | WINED3DVTXPCAPS_LOCALVIEWER
5398 | WINED3DVTXPCAPS_VERTEXFOG
5399 | WINED3DVTXPCAPS_TEXGEN
5400 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5401 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5402 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
5403 caps->raster_caps = 0;
5404 if (gl_info->supported[NV_FOG_DISTANCE])
5405 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5408 static DWORD vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5410 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5413 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5415 ffp_pipe_enable,
5416 vp_ffp_get_caps,
5417 vp_ffp_get_emul_mask,
5418 ffp_alloc,
5419 ffp_free,
5420 vp_ffp_states,
5423 static void ffp_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5425 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5427 caps->wined3d_caps = 0;
5428 caps->PrimitiveMiscCaps = 0;
5429 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5430 | WINED3DTEXOPCAPS_ADDSIGNED
5431 | WINED3DTEXOPCAPS_ADDSIGNED2X
5432 | WINED3DTEXOPCAPS_MODULATE
5433 | WINED3DTEXOPCAPS_MODULATE2X
5434 | WINED3DTEXOPCAPS_MODULATE4X
5435 | WINED3DTEXOPCAPS_SELECTARG1
5436 | WINED3DTEXOPCAPS_SELECTARG2
5437 | WINED3DTEXOPCAPS_DISABLE;
5439 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5440 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5441 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5443 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5444 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5445 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5446 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5447 | WINED3DTEXOPCAPS_LERP
5448 | WINED3DTEXOPCAPS_SUBTRACT;
5450 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5451 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5453 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5454 | WINED3DTEXOPCAPS_MULTIPLYADD
5455 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5456 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5457 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5459 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5460 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5462 caps->MaxTextureBlendStages = gl_info->limits.textures;
5463 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5466 static DWORD ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
5468 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5471 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5473 /* We only support identity conversions. */
5474 return is_identity_fixup(fixup);
5477 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5479 return TRUE;
5482 static void ffp_none_context_free(struct wined3d_context *context)
5486 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline =
5488 ffp_pipe_enable,
5489 ffp_fragment_get_caps,
5490 ffp_fragment_get_emul_mask,
5491 ffp_alloc,
5492 ffp_free,
5493 ffp_none_context_alloc,
5494 ffp_none_context_free,
5495 ffp_color_fixup_supported,
5496 ffp_fragmentstate_template,
5499 static void none_pipe_enable(const struct wined3d_context *context, BOOL enable) {}
5501 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5503 return shader_priv;
5506 static void none_free(struct wined3d_device *device, struct wined3d_context *context) {}
5508 static void vp_none_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
5510 memset(caps, 0, sizeof(*caps));
5513 static DWORD vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5515 return 0;
5518 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5520 none_pipe_enable,
5521 vp_none_get_caps,
5522 vp_none_get_emul_mask,
5523 none_alloc,
5524 none_free,
5525 NULL,
5528 static void fp_none_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5530 memset(caps, 0, sizeof(*caps));
5533 static DWORD fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5535 return 0;
5538 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5540 return is_identity_fixup(fixup);
5543 const struct wined3d_fragment_pipe_ops none_fragment_pipe =
5545 none_pipe_enable,
5546 fp_none_get_caps,
5547 fp_none_get_emul_mask,
5548 none_alloc,
5549 none_free,
5550 ffp_none_context_alloc,
5551 ffp_none_context_free,
5552 fp_none_color_fixup_supported,
5553 NULL,
5556 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5558 unsigned int i;
5559 for(i = 0; funcs[i]; i++);
5560 return i;
5563 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5565 context->device->multistate_funcs[state_id][0](context, state, state_id);
5566 context->device->multistate_funcs[state_id][1](context, state, state_id);
5569 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5571 context->device->multistate_funcs[state_id][0](context, state, state_id);
5572 context->device->multistate_funcs[state_id][1](context, state, state_id);
5573 context->device->multistate_funcs[state_id][2](context, state, state_id);
5576 static void prune_invalid_states(struct wined3d_state_entry *state_table, const struct wined3d_d3d_info *d3d_info)
5578 unsigned int start, last, i;
5580 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5581 last = STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5582 for (i = start; i <= last; ++i)
5584 state_table[i].representative = 0;
5585 state_table[i].apply = state_undefined;
5588 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5589 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_TEXTURES - 1);
5590 for (i = start; i <= last; ++i)
5592 state_table[i].representative = 0;
5593 state_table[i].apply = state_undefined;
5596 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5597 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5598 for (i = start; i <= last; ++i)
5600 state_table[i].representative = 0;
5601 state_table[i].apply = state_undefined;
5605 static void validate_state_table(struct wined3d_state_entry *state_table)
5607 static const struct
5609 DWORD first;
5610 DWORD last;
5612 rs_holes[] =
5614 { 1, 1},
5615 { 3, 3},
5616 { 7, 8},
5617 { 14, 14},
5618 { 17, 23},
5619 { 27, 27},
5620 { 40, 40},
5621 { 42, 45},
5622 { 47, 47},
5623 { 52, 59},
5624 { 61, 127},
5625 {149, 150},
5626 {162, 162},
5627 {168, 169},
5628 {171, 171},
5629 {174, 177},
5630 {185, 193},
5631 {195, 197},
5632 {206, 209},
5633 { 0, 0},
5635 static const DWORD simple_states[] =
5637 STATE_MATERIAL,
5638 STATE_VDECL,
5639 STATE_STREAMSRC,
5640 STATE_INDEXBUFFER,
5641 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5642 STATE_SHADER(WINED3D_SHADER_TYPE_HULL),
5643 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN),
5644 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5645 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5646 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
5647 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5648 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL),
5649 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN),
5650 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5651 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5652 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
5653 STATE_COMPUTE_SHADER_RESOURCE_BINDING,
5654 STATE_GRAPHICS_SHADER_RESOURCE_BINDING,
5655 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING,
5656 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING,
5657 STATE_VIEWPORT,
5658 STATE_LIGHT_TYPE,
5659 STATE_SCISSORRECT,
5660 STATE_RASTERIZER,
5661 STATE_POINTSPRITECOORDORIGIN,
5662 STATE_BASEVERTEXINDEX,
5663 STATE_FRAMEBUFFER,
5664 STATE_POINT_ENABLE,
5665 STATE_COLOR_KEY,
5666 STATE_BLEND,
5667 STATE_BLEND_FACTOR,
5668 STATE_DEPTH_STENCIL,
5669 STATE_STENCIL_REF,
5671 unsigned int i, current;
5673 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5675 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5677 if (!state_table[i].representative)
5678 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5680 else if (state_table[i].representative)
5681 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5683 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5686 for (i = 0; i < ARRAY_SIZE(simple_states); ++i)
5688 if (!state_table[simple_states[i]].representative)
5689 ERR("State %s (%#x) should have a representative.\n",
5690 debug_d3dstate(simple_states[i]), simple_states[i]);
5693 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5695 DWORD rep = state_table[i].representative;
5696 if (rep)
5698 if (state_table[rep].representative != rep)
5700 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5701 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5702 state_table[i].representative = 0;
5705 if (rep != i)
5707 if (state_table[i].apply)
5708 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5710 else if (!state_table[i].apply)
5712 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5718 HRESULT compile_state_table(struct wined3d_state_entry *state_table, APPLYSTATEFUNC **dev_multistate_funcs,
5719 const struct wined3d_d3d_info *d3d_info, const BOOL *supported_extensions,
5720 const struct wined3d_vertex_pipe_ops *vertex, const struct wined3d_fragment_pipe_ops *fragment,
5721 const struct wined3d_state_entry_template *misc)
5723 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5724 const struct wined3d_state_entry_template *cur;
5725 unsigned int i, type, handlers;
5726 BOOL set[STATE_HIGHEST + 1];
5728 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5730 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5732 state_table[i].representative = 0;
5733 state_table[i].apply = state_undefined;
5736 for (type = 0; type < 3; ++type)
5738 /* This switch decides the order in which the states are applied */
5739 switch (type)
5741 case 0: cur = misc; break;
5742 case 1: cur = fragment->states; break;
5743 case 2: cur = vertex->vp_states; break;
5744 default: cur = NULL; /* Stupid compiler */
5746 if (!cur) continue;
5748 /* GL extension filtering should not prevent multiple handlers being applied from different
5749 * pipeline parts
5751 memset(set, 0, sizeof(set));
5753 for (i = 0; cur[i].state; ++i)
5755 APPLYSTATEFUNC *funcs_array;
5757 /* Only use the first matching state with the available extension from one template.
5758 * e.g.
5759 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5760 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5762 * if GL_XYZ_fancy is supported, ignore the 2nd line
5764 if (set[cur[i].state]) continue;
5765 /* Skip state lines depending on unsupported extensions */
5766 if (!supported_extensions[cur[i].extension]) continue;
5767 set[cur[i].state] = TRUE;
5768 /* In some cases having an extension means that nothing has to be
5769 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5770 * supported, the texture coordinate fixup can be ignored. If the
5771 * apply function is used, mark the state set(done above) to prevent
5772 * applying later lines, but do not record anything in the state
5773 * table
5775 if (!cur[i].content.representative) continue;
5777 handlers = num_handlers(multistate_funcs[cur[i].state]);
5778 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5779 switch (handlers)
5781 case 0:
5782 state_table[cur[i].state].apply = cur[i].content.apply;
5783 break;
5784 case 1:
5785 state_table[cur[i].state].apply = multistate_apply_2;
5786 if (!(dev_multistate_funcs[cur[i].state] = heap_calloc(2, sizeof(**dev_multistate_funcs))))
5787 goto out_of_mem;
5789 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5790 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5791 break;
5792 case 2:
5793 state_table[cur[i].state].apply = multistate_apply_3;
5794 if (!(funcs_array = heap_realloc(dev_multistate_funcs[cur[i].state],
5795 sizeof(**dev_multistate_funcs) * 3)))
5796 goto out_of_mem;
5798 dev_multistate_funcs[cur[i].state] = funcs_array;
5799 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5800 break;
5801 default:
5802 ERR("Unexpected amount of state handlers for state %u: %u.\n",
5803 cur[i].state, handlers + 1);
5806 if (state_table[cur[i].state].representative
5807 && state_table[cur[i].state].representative != cur[i].content.representative)
5809 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5810 debug_d3dstate(cur[i].state), cur[i].state);
5812 state_table[cur[i].state].representative = cur[i].content.representative;
5816 prune_invalid_states(state_table, d3d_info);
5817 validate_state_table(state_table);
5819 return WINED3D_OK;
5821 out_of_mem:
5822 for (i = 0; i <= STATE_HIGHEST; ++i)
5824 heap_free(dev_multistate_funcs[i]);
5827 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1) * sizeof(*dev_multistate_funcs));
5829 return E_OUTOFMEMORY;