vbscript: Compile tests with -D__WINESRC__.
[wine.git] / dlls / wined3d / state.c
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1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
41 /* Context activation for state handler is done by the caller. */
43 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
45 ERR("Undefined state.\n");
48 static void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
50 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
53 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
55 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
56 const struct wined3d_gl_info *gl_info = context->gl_info;
58 switch (mode)
60 case WINED3D_FILL_POINT:
61 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
63 break;
64 case WINED3D_FILL_WIREFRAME:
65 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
67 break;
68 case WINED3D_FILL_SOLID:
69 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
71 break;
72 default:
73 FIXME("Unrecognized fill mode %#x.\n", mode);
77 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
79 const struct wined3d_gl_info *gl_info = context->gl_info;
81 /* Lighting is not enabled if transformed vertices are drawn, but lighting
82 * does not affect the stream sources, so it is not grouped for
83 * performance reasons. This state reads the decoded vertex declaration,
84 * so if it is dirty don't do anything. The vertex declaration applying
85 * function calls this function for updating. */
86 if (isStateDirty(context, STATE_VDECL))
87 return;
89 if (state->render_states[WINED3D_RS_LIGHTING]
90 && !context->stream_info.position_transformed)
92 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
93 checkGLcall("glEnable GL_LIGHTING");
95 else
97 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
98 checkGLcall("glDisable GL_LIGHTING");
102 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
104 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
105 const struct wined3d_gl_info *gl_info = context->gl_info;
106 static UINT once;
108 /* No z test without depth stencil buffers */
109 if (!state->fb->depth_stencil)
111 TRACE("No Z buffer - disabling depth test\n");
112 zenable = WINED3D_ZB_FALSE;
115 switch (zenable)
117 case WINED3D_ZB_FALSE:
118 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
119 checkGLcall("glDisable GL_DEPTH_TEST");
120 break;
121 case WINED3D_ZB_TRUE:
122 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
123 checkGLcall("glEnable GL_DEPTH_TEST");
124 break;
125 case WINED3D_ZB_USEW:
126 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
127 checkGLcall("glEnable GL_DEPTH_TEST");
128 FIXME("W buffer is not well handled\n");
129 break;
130 default:
131 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
132 break;
135 if (context->gl_info->supported[ARB_DEPTH_CLAMP])
137 if (!zenable && context->stream_info.position_transformed)
139 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
140 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
142 else
144 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
145 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
148 else if (!zenable && !once++)
149 FIXME("Z buffer disabled, but ARB_depth_clamp isn't supported.\n");
152 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
154 const struct wined3d_gl_info *gl_info = context->gl_info;
156 /* glFrontFace() is set in context.c at context init and on an
157 * offscreen / onscreen rendering switch. */
158 switch (state->render_states[WINED3D_RS_CULLMODE])
160 case WINED3D_CULL_NONE:
161 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
162 checkGLcall("glDisable GL_CULL_FACE");
163 break;
164 case WINED3D_CULL_CW:
165 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
166 checkGLcall("glEnable GL_CULL_FACE");
167 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
168 checkGLcall("glCullFace(GL_FRONT)");
169 break;
170 case WINED3D_CULL_CCW:
171 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
172 checkGLcall("glEnable GL_CULL_FACE");
173 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
174 checkGLcall("glCullFace(GL_BACK)");
175 break;
176 default:
177 FIXME("Unrecognized cull mode %#x.\n",
178 state->render_states[WINED3D_RS_CULLMODE]);
182 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
184 const struct wined3d_gl_info *gl_info = context->gl_info;
186 switch (state->render_states[WINED3D_RS_SHADEMODE])
188 case WINED3D_SHADE_FLAT:
189 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
190 checkGLcall("glShadeModel(GL_FLAT)");
191 break;
192 case WINED3D_SHADE_GOURAUD:
193 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
194 checkGLcall("glShadeModel(GL_SMOOTH)");
195 break;
196 case WINED3D_SHADE_PHONG:
197 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
198 break;
199 default:
200 FIXME("Unrecognized shade mode %#x.\n",
201 state->render_states[WINED3D_RS_SHADEMODE]);
205 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
207 const struct wined3d_gl_info *gl_info = context->gl_info;
209 if (state->render_states[WINED3D_RS_DITHERENABLE])
211 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
212 checkGLcall("glEnable GL_DITHER");
214 else
216 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
217 checkGLcall("glDisable GL_DITHER");
221 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
223 const struct wined3d_gl_info *gl_info = context->gl_info;
225 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
227 gl_info->gl_ops.gl.p_glDepthMask(1);
228 checkGLcall("glDepthMask(1)");
230 else
232 gl_info->gl_ops.gl.p_glDepthMask(0);
233 checkGLcall("glDepthMask(0)");
237 static GLenum gl_compare_func(enum wined3d_cmp_func f)
239 switch (f)
241 case WINED3D_CMP_NEVER:
242 return GL_NEVER;
243 case WINED3D_CMP_LESS:
244 return GL_LESS;
245 case WINED3D_CMP_EQUAL:
246 return GL_EQUAL;
247 case WINED3D_CMP_LESSEQUAL:
248 return GL_LEQUAL;
249 case WINED3D_CMP_GREATER:
250 return GL_GREATER;
251 case WINED3D_CMP_NOTEQUAL:
252 return GL_NOTEQUAL;
253 case WINED3D_CMP_GREATEREQUAL:
254 return GL_GEQUAL;
255 case WINED3D_CMP_ALWAYS:
256 return GL_ALWAYS;
257 default:
258 FIXME("Unrecognized compare function %#x.\n", f);
259 return GL_NONE;
263 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
265 GLenum depth_func = gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
266 const struct wined3d_gl_info *gl_info = context->gl_info;
268 if (!depth_func) return;
270 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
271 checkGLcall("glDepthFunc");
274 void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
276 const struct wined3d_gl_info *gl_info = context->gl_info;
277 float col[4];
279 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
280 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
281 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
282 checkGLcall("glLightModel for MODEL_AMBIENT");
285 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
287 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
290 static GLenum gl_blend_op(enum wined3d_blend_op op)
292 switch (op)
294 case WINED3D_BLEND_OP_ADD:
295 return GL_FUNC_ADD_EXT;
296 case WINED3D_BLEND_OP_SUBTRACT:
297 return GL_FUNC_SUBTRACT_EXT;
298 case WINED3D_BLEND_OP_REVSUBTRACT:
299 return GL_FUNC_REVERSE_SUBTRACT_EXT;
300 case WINED3D_BLEND_OP_MIN:
301 return GL_MIN_EXT;
302 case WINED3D_BLEND_OP_MAX:
303 return GL_MAX_EXT;
304 default:
305 FIXME("Unhandled blend op %#x.\n", op);
306 return GL_NONE;
310 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
312 const struct wined3d_gl_info *gl_info = context->gl_info;
313 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
314 GLenum blend_equation = GL_FUNC_ADD_EXT;
316 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
317 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
318 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
320 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
321 return;
324 blend_equation = gl_blend_op(state->render_states[WINED3D_RS_BLENDOP]);
325 blend_equation_alpha = gl_blend_op(state->render_states[WINED3D_RS_BLENDOPALPHA]);
326 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
328 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
330 GL_EXTCALL(glBlendEquationSeparateEXT(blend_equation, blend_equation_alpha));
331 checkGLcall("glBlendEquationSeparateEXT");
333 else
335 GL_EXTCALL(glBlendEquationEXT(blend_equation));
336 checkGLcall("glBlendEquation");
340 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
342 switch (factor)
344 case WINED3D_BLEND_ZERO:
345 return GL_ZERO;
346 case WINED3D_BLEND_ONE:
347 return GL_ONE;
348 case WINED3D_BLEND_SRCCOLOR:
349 return GL_SRC_COLOR;
350 case WINED3D_BLEND_INVSRCCOLOR:
351 return GL_ONE_MINUS_SRC_COLOR;
352 case WINED3D_BLEND_SRCALPHA:
353 return GL_SRC_ALPHA;
354 case WINED3D_BLEND_INVSRCALPHA:
355 return GL_ONE_MINUS_SRC_ALPHA;
356 case WINED3D_BLEND_DESTCOLOR:
357 return GL_DST_COLOR;
358 case WINED3D_BLEND_INVDESTCOLOR:
359 return GL_ONE_MINUS_DST_COLOR;
360 /* To compensate for the lack of format switching with backbuffer
361 * offscreen rendering, and with onscreen rendering, we modify the
362 * alpha test parameters for (INV)DESTALPHA if the render target
363 * doesn't support alpha blending. A nonexistent alpha channel
364 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
365 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
366 case WINED3D_BLEND_DESTALPHA:
367 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
368 case WINED3D_BLEND_INVDESTALPHA:
369 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
370 case WINED3D_BLEND_SRCALPHASAT:
371 return GL_SRC_ALPHA_SATURATE;
372 case WINED3D_BLEND_BLENDFACTOR:
373 return GL_CONSTANT_COLOR_EXT;
374 case WINED3D_BLEND_INVBLENDFACTOR:
375 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
376 default:
377 FIXME("Unhandled blend factor %#x.\n", factor);
378 return GL_NONE;
382 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
384 const struct wined3d_surface *target = state->fb->render_targets[0];
385 const struct wined3d_gl_info *gl_info = context->gl_info;
386 GLenum srcBlend, dstBlend;
387 enum wined3d_blend d3d_blend;
389 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
390 * blending parameters to work. */
391 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]
392 || state->render_states[WINED3D_RS_EDGEANTIALIAS]
393 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
395 /* Disable blending in all cases even without pixelshaders.
396 * With blending on we could face a big performance penalty.
397 * The d3d9 visual test confirms the behavior. */
398 if (context->render_offscreen
399 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
401 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
402 checkGLcall("glDisable GL_BLEND");
403 return;
405 else
407 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
408 checkGLcall("glEnable GL_BLEND");
411 else
413 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
414 checkGLcall("glDisable GL_BLEND");
415 /* Nothing more to do - get out */
416 return;
419 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
420 * source blending values which are still valid up to d3d9. They should
421 * not occur as dest blend values. */
422 d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
423 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
425 srcBlend = GL_SRC_ALPHA;
426 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
428 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
430 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
431 dstBlend = GL_SRC_ALPHA;
433 else
435 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
436 dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND],
437 target->resource.format);
440 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
441 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
443 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
444 checkGLcall("glEnable(GL_LINE_SMOOTH)");
445 if (srcBlend != GL_SRC_ALPHA)
446 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
447 if (dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE)
448 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
450 else
452 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
453 checkGLcall("glDisable(GL_LINE_SMOOTH)");
456 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
457 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
458 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
460 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
462 GLenum srcBlendAlpha, dstBlendAlpha;
464 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
465 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
467 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
468 return;
471 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
472 * source blending values which are still valid up to d3d9. They should
473 * not occur as dest blend values. */
474 d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
475 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
477 srcBlendAlpha = GL_SRC_ALPHA;
478 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
480 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
482 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
483 dstBlendAlpha = GL_SRC_ALPHA;
485 else
487 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
488 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA],
489 target->resource.format);
492 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
493 checkGLcall("glBlendFuncSeparateEXT");
495 else
497 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
498 gl_info->gl_ops.gl.p_glBlendFunc(srcBlend, dstBlend);
499 checkGLcall("glBlendFunc");
502 /* Colorkey fixup for stage 0 alphaop depends on
503 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
504 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
505 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
508 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
510 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
513 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
515 const struct wined3d_gl_info *gl_info = context->gl_info;
516 float col[4];
518 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
520 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col);
521 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
522 checkGLcall("glBlendColor");
525 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
527 const struct wined3d_gl_info *gl_info = context->gl_info;
528 int glParm = 0;
529 float ref;
530 BOOL enable_ckey = FALSE;
532 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
534 /* Find out if the texture on the first stage has a ckey set
535 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
536 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
537 * used WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
538 * in case it finds some texture+colorkeyenable combination which needs extra care.
540 if (state->textures[0])
542 struct wined3d_surface *surface = surface_from_resource(state->textures[0]->sub_resources[0]);
544 if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
545 enable_ckey = TRUE;
548 if (enable_ckey || context->last_was_ckey)
549 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
550 context->last_was_ckey = enable_ckey;
552 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
553 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
555 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
556 checkGLcall("glEnable GL_ALPHA_TEST");
558 else
560 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
561 checkGLcall("glDisable GL_ALPHA_TEST");
562 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
563 * enable call
565 return;
568 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
570 glParm = GL_NOTEQUAL;
571 ref = 0.0f;
573 else
575 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
576 glParm = gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
578 if (glParm)
580 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
581 checkGLcall("glAlphaFunc");
585 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
587 const struct wined3d_gl_info *gl_info = context->gl_info;
588 DWORD enable = 0xffffffff;
589 DWORD disable = 0x00000000;
591 if (use_vs(state) && !context->d3d_info->vs_clipping)
593 static BOOL warned;
595 /* The OpenGL spec says that clipping planes are disabled when using
596 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
597 * driver keeps clipping planes activated with shaders in some
598 * conditions I got sick of tracking down. The shader state handler
599 * disables all clip planes because of that - don't do anything here
600 * and keep them disabled. */
601 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
602 FIXME("Clipping not supported with vertex shaders\n");
603 return;
606 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
607 * The enabled / disabled planes are hardcoded into the shader. Update the
608 * shader to update the enabled clipplanes. In case of fixed function, we
609 * need to update the clipping field from ffp_vertex_settings. */
610 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
612 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
613 * of already set values
616 /* If enabling / disabling all
617 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
619 if (state->render_states[WINED3D_RS_CLIPPING])
621 enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
622 disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
624 else
626 disable = 0xffffffff;
627 enable = 0x00;
630 if (enable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE0);
631 if (enable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE1);
632 if (enable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE2);
633 if (enable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE3);
634 if (enable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE4);
635 if (enable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE5);
636 checkGLcall("clip plane enable");
638 if (disable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0);
639 if (disable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1);
640 if (disable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2);
641 if (disable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3);
642 if (disable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4);
643 if (disable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5);
644 checkGLcall("clip plane disable");
647 void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
649 const struct wined3d_gl_info *gl_info = context->gl_info;
650 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
651 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
652 * specular color. This is wrong:
653 * Separate specular color means the specular colour is maintained separately, whereas
654 * single color means it is merged in. However in both cases they are being used to
655 * some extent.
656 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
657 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
658 * running 1.4 yet!
661 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
662 * Instead, we need to setup the FinalCombiner properly.
664 * The default setup for the FinalCombiner is:
666 * <variable> <input> <mapping> <usage>
667 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
668 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
669 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
670 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
671 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
672 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
673 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
675 * That's pretty much fine as it is, except for variable B, which needs to take
676 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
677 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
680 TRACE("Setting specular enable state and materials\n");
681 if (state->render_states[WINED3D_RS_SPECULARENABLE])
683 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
684 checkGLcall("glMaterialfv");
686 if (state->material.power > gl_info->limits.shininess)
688 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
689 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
690 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
691 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
692 * them, it should be safe to do so without major visual distortions.
694 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
695 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
697 else
699 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
701 checkGLcall("glMaterialf(GL_SHININESS)");
703 if (gl_info->supported[EXT_SECONDARY_COLOR])
704 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
705 else
706 TRACE("Specular colors cannot be enabled in this version of opengl\n");
707 checkGLcall("glEnable(GL_COLOR_SUM)");
709 if (gl_info->supported[NV_REGISTER_COMBINERS])
711 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
712 checkGLcall("glFinalCombinerInputNV()");
714 } else {
715 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
717 /* for the case of enabled lighting: */
718 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
719 checkGLcall("glMaterialfv");
721 /* for the case of disabled lighting: */
722 if (gl_info->supported[EXT_SECONDARY_COLOR])
723 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
724 else
725 TRACE("Specular colors cannot be disabled in this version of opengl\n");
726 checkGLcall("glDisable(GL_COLOR_SUM)");
728 if (gl_info->supported[NV_REGISTER_COMBINERS])
730 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
731 checkGLcall("glFinalCombinerInputNV()");
735 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
736 state->material.diffuse.r, state->material.diffuse.g,
737 state->material.diffuse.b, state->material.diffuse.a);
738 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
739 state->material.ambient.r, state->material.ambient.g,
740 state->material.ambient.b, state->material.ambient.a);
741 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
742 state->material.specular.r, state->material.specular.g,
743 state->material.specular.b, state->material.specular.a);
744 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
745 state->material.emissive.r, state->material.emissive.g,
746 state->material.emissive.b, state->material.emissive.a);
748 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
749 checkGLcall("glMaterialfv(GL_AMBIENT)");
750 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
751 checkGLcall("glMaterialfv(GL_DIFFUSE)");
752 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
753 checkGLcall("glMaterialfv(GL_EMISSION)");
756 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
758 const struct wined3d_gl_info *gl_info = context->gl_info;
759 unsigned int i;
761 /* Note the texture color applies to all textures whereas
762 * GL_TEXTURE_ENV_COLOR applies to active only. */
763 float col[4];
764 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
766 /* And now the default texture color as well */
767 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
769 /* Note the WINED3D_RS value applies to all textures, but GL has one
770 * per texture, so apply it now ready to be used! */
771 context_active_texture(context, gl_info, i);
773 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
774 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
778 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
779 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
781 const struct wined3d_gl_info *gl_info = context->gl_info;
783 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
784 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
785 GL_EXTCALL(glActiveStencilFaceEXT(face));
786 checkGLcall("glActiveStencilFaceEXT(...)");
787 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
788 checkGLcall("glStencilFunc(...)");
789 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
790 checkGLcall("glStencilOp(...)");
793 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
795 switch (op)
797 case WINED3D_STENCIL_OP_KEEP:
798 return GL_KEEP;
799 case WINED3D_STENCIL_OP_ZERO:
800 return GL_ZERO;
801 case WINED3D_STENCIL_OP_REPLACE:
802 return GL_REPLACE;
803 case WINED3D_STENCIL_OP_INCR_SAT:
804 return GL_INCR;
805 case WINED3D_STENCIL_OP_DECR_SAT:
806 return GL_DECR;
807 case WINED3D_STENCIL_OP_INVERT:
808 return GL_INVERT;
809 case WINED3D_STENCIL_OP_INCR:
810 return GL_INCR_WRAP_EXT;
811 case WINED3D_STENCIL_OP_DECR:
812 return GL_DECR_WRAP_EXT;
813 default:
814 FIXME("Unrecognized stencil op %#x.\n", op);
815 return GL_KEEP;
819 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
821 const struct wined3d_gl_info *gl_info = context->gl_info;
822 DWORD onesided_enable;
823 DWORD twosided_enable;
824 GLint func = GL_ALWAYS;
825 GLint func_ccw = GL_ALWAYS;
826 GLint ref = 0;
827 GLuint mask = 0;
828 GLint stencilFail = GL_KEEP;
829 GLint depthFail = GL_KEEP;
830 GLint stencilPass = GL_KEEP;
831 GLint stencilFail_ccw = GL_KEEP;
832 GLint depthFail_ccw = GL_KEEP;
833 GLint stencilPass_ccw = GL_KEEP;
835 /* No stencil test without a stencil buffer. */
836 if (!state->fb->depth_stencil)
838 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
839 checkGLcall("glDisable GL_STENCIL_TEST");
840 return;
843 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
844 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
845 if (!(func = gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
846 func = GL_ALWAYS;
847 if (!(func_ccw = gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
848 func_ccw = GL_ALWAYS;
849 ref = state->render_states[WINED3D_RS_STENCILREF];
850 mask = state->render_states[WINED3D_RS_STENCILMASK];
851 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
852 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
853 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
854 stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
855 depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
856 stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
858 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
859 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
860 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
861 onesided_enable, twosided_enable, ref, mask,
862 func, stencilFail, depthFail, stencilPass,
863 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
865 if (twosided_enable && onesided_enable)
867 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
868 checkGLcall("glEnable GL_STENCIL_TEST");
870 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
872 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
873 * which has an effect on the code below too. If we apply the front face
874 * afterwards, we are sure that the active stencil face is set to front,
875 * and other stencil functions which do not use two sided stencil do not have
876 * to set it back
878 renderstate_stencil_twosided(context, GL_BACK,
879 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
880 renderstate_stencil_twosided(context, GL_FRONT,
881 func, ref, mask, stencilFail, depthFail, stencilPass);
883 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
885 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
886 checkGLcall("glStencilFuncSeparateATI(...)");
887 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
888 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
889 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
890 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
891 } else {
892 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
895 else if(onesided_enable)
897 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
899 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
900 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
903 /* This code disables the ATI extension as well, since the standard stencil functions are equal
904 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
906 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
907 checkGLcall("glEnable GL_STENCIL_TEST");
908 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
909 checkGLcall("glStencilFunc(...)");
910 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
911 checkGLcall("glStencilOp(...)");
913 else
915 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
916 checkGLcall("glDisable GL_STENCIL_TEST");
920 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
922 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
923 const struct wined3d_gl_info *gl_info = context->gl_info;
925 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
926 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
927 gl_info->gl_ops.gl.p_glStencilMask(mask);
928 checkGLcall("glStencilMask");
929 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
930 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
931 gl_info->gl_ops.gl.p_glStencilMask(mask);
934 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
936 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
937 const struct wined3d_gl_info *gl_info = context->gl_info;
939 gl_info->gl_ops.gl.p_glStencilMask(mask);
940 checkGLcall("glStencilMask");
943 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
945 const struct wined3d_gl_info *gl_info = context->gl_info;
947 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
949 if (!state->render_states[WINED3D_RS_FOGENABLE])
950 return;
952 /* Table fog on: Never use fog coords, and use per-fragment fog */
953 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
955 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
956 if (context->fog_coord)
958 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
959 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
960 context->fog_coord = FALSE;
963 /* Range fog is only used with per-vertex fog in d3d */
964 if (gl_info->supported[NV_FOG_DISTANCE])
966 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
967 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
969 return;
972 /* Otherwise use per-vertex fog in any case */
973 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
975 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
977 /* No fog at all, or transformed vertices: Use fog coord */
978 if (!context->fog_coord)
980 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
981 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
982 context->fog_coord = TRUE;
985 else
987 /* Otherwise, use the fragment depth */
988 if (context->fog_coord)
990 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
991 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
992 context->fog_coord = FALSE;
995 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
997 if (gl_info->supported[NV_FOG_DISTANCE])
999 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1000 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1002 else
1004 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1007 else if (gl_info->supported[NV_FOG_DISTANCE])
1009 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1010 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1015 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1017 const struct wined3d_gl_info *gl_info = context->gl_info;
1018 float fogstart, fogend;
1019 union {
1020 DWORD d;
1021 float f;
1022 } tmpvalue;
1024 switch(context->fog_source) {
1025 case FOGSOURCE_VS:
1026 fogstart = 1.0f;
1027 fogend = 0.0f;
1028 break;
1030 case FOGSOURCE_COORD:
1031 fogstart = 255.0f;
1032 fogend = 0.0f;
1033 break;
1035 case FOGSOURCE_FFP:
1036 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
1037 fogstart = tmpvalue.f;
1038 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
1039 fogend = tmpvalue.f;
1040 /* Special handling for fogstart == fogend. In d3d with vertex
1041 * fog, everything is fogged. With table fog, everything with
1042 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
1043 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
1044 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE
1045 && fogstart == fogend)
1047 fogstart = -INFINITY;
1048 fogend = 0.0f;
1050 break;
1052 default:
1053 /* This should not happen.context->fog_source is set in wined3d, not the app.
1054 * Still this is needed to make the compiler happy
1056 ERR("Unexpected fog coordinate source\n");
1057 fogstart = 0.0f;
1058 fogend = 0.0f;
1061 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1062 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1063 TRACE("Fog Start == %f\n", fogstart);
1065 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1066 checkGLcall("glFogf(GL_FOG_END, fogend)");
1067 TRACE("Fog End == %f\n", fogend);
1070 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1072 const struct wined3d_gl_info *gl_info = context->gl_info;
1073 enum fogsource new_source;
1074 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1075 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1077 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1079 if (!state->render_states[WINED3D_RS_FOGENABLE])
1081 /* No fog? Disable it, and we're done :-) */
1082 glDisableWINE(GL_FOG);
1083 checkGLcall("glDisable GL_FOG");
1084 return;
1087 /* Fog Rules:
1089 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1090 * It can use the Z value of the vertex, or the alpha component of the specular color.
1091 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1092 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1093 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1095 * FOGTABLEMODE != NONE:
1096 * The Z value is used, with the equation specified, no matter what vertex type.
1098 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1099 * Per vertex fog is calculated using the specified fog equation and the parameters
1101 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1102 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1103 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1106 * Rules for vertex fog with shaders:
1108 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1109 * the fog computation to happen during transformation while openGL expects it to happen
1110 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1111 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1112 * To solve this problem, WineD3D does:
1113 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1114 * shader,
1115 * and 2) disables the fog computation (in either the fixed function or programmable
1116 * rasterizer) if using a vertex program.
1118 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1119 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1120 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1121 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1122 * There are some GL differences between specular fog coords and vertex shaders though.
1124 * With table fog the vertex shader fog coordinate is ignored.
1126 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1127 * without shaders).
1130 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1131 * the system will apply only pixel(=table) fog effects."
1133 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1135 if (use_vs(state))
1137 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1138 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1139 new_source = FOGSOURCE_VS;
1141 else
1143 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1145 /* If processed vertices are used, fall through to the NONE case */
1146 case WINED3D_FOG_EXP:
1147 if (!context->last_was_rhw)
1149 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1150 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1151 new_source = FOGSOURCE_FFP;
1152 break;
1154 /* drop through */
1156 case WINED3D_FOG_EXP2:
1157 if (!context->last_was_rhw)
1159 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1160 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1161 new_source = FOGSOURCE_FFP;
1162 break;
1164 /* drop through */
1166 case WINED3D_FOG_LINEAR:
1167 if (!context->last_was_rhw)
1169 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1170 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1171 new_source = FOGSOURCE_FFP;
1172 break;
1174 /* drop through */
1176 case WINED3D_FOG_NONE:
1177 /* Both are none? According to msdn the alpha channel of the specular
1178 * color contains a fog factor. Set it in drawStridedSlow.
1179 * Same happens with Vertexfog on transformed vertices
1181 new_source = FOGSOURCE_COORD;
1182 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1183 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1184 break;
1186 default:
1187 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1188 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1189 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1192 } else {
1193 new_source = FOGSOURCE_FFP;
1195 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1197 case WINED3D_FOG_EXP:
1198 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1199 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1200 break;
1202 case WINED3D_FOG_EXP2:
1203 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1204 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1205 break;
1207 case WINED3D_FOG_LINEAR:
1208 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1209 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1210 break;
1212 case WINED3D_FOG_NONE: /* Won't happen */
1213 default:
1214 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1215 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1219 glEnableWINE(GL_FOG);
1220 checkGLcall("glEnable GL_FOG");
1221 if (new_source != context->fog_source || fogstart == fogend)
1223 context->fog_source = new_source;
1224 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1228 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1230 const struct wined3d_gl_info *gl_info = context->gl_info;
1231 float col[4];
1233 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
1234 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &col[0]);
1235 checkGLcall("glFog GL_FOG_COLOR");
1238 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1240 const struct wined3d_gl_info *gl_info = context->gl_info;
1241 union {
1242 DWORD d;
1243 float f;
1244 } tmpvalue;
1246 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1247 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1248 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1251 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1253 const struct wined3d_gl_info *gl_info = context->gl_info;
1254 GLenum Parm = 0;
1256 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1257 * The vertex declaration will call this function if the fixed function pipeline is used.
1260 if(isStateDirty(context, STATE_VDECL)) {
1261 return;
1264 context->num_untracked_materials = 0;
1265 if ((context->stream_info.use_map & (1 << WINED3D_FFP_DIFFUSE))
1266 && state->render_states[WINED3D_RS_COLORVERTEX])
1268 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1269 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1270 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1271 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1272 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1274 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1276 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1277 Parm = GL_AMBIENT_AND_DIFFUSE;
1278 else
1279 Parm = GL_DIFFUSE;
1280 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1282 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1283 context->num_untracked_materials++;
1285 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1287 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1288 context->num_untracked_materials++;
1291 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1293 Parm = GL_AMBIENT;
1294 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1296 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1297 context->num_untracked_materials++;
1299 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1301 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1302 context->num_untracked_materials++;
1305 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1307 Parm = GL_EMISSION;
1308 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1310 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1311 context->num_untracked_materials++;
1314 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1316 Parm = GL_SPECULAR;
1320 /* Nothing changed, return. */
1321 if (Parm == context->tracking_parm) return;
1323 if (!Parm)
1325 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1326 checkGLcall("glDisable GL_COLOR_MATERIAL");
1328 else
1330 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1331 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1332 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1333 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1336 /* Apparently calls to glMaterialfv are ignored for properties we're
1337 * tracking with glColorMaterial, so apply those here. */
1338 switch (context->tracking_parm)
1340 case GL_AMBIENT_AND_DIFFUSE:
1341 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1342 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1343 checkGLcall("glMaterialfv");
1344 break;
1346 case GL_DIFFUSE:
1347 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1348 checkGLcall("glMaterialfv");
1349 break;
1351 case GL_AMBIENT:
1352 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1353 checkGLcall("glMaterialfv");
1354 break;
1356 case GL_EMISSION:
1357 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1358 checkGLcall("glMaterialfv");
1359 break;
1361 case GL_SPECULAR:
1362 /* Only change material color if specular is enabled, otherwise it is set to black */
1363 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1365 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1366 checkGLcall("glMaterialfv");
1368 else
1370 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1371 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1372 checkGLcall("glMaterialfv");
1374 break;
1377 context->tracking_parm = Parm;
1380 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1382 const struct wined3d_gl_info *gl_info = context->gl_info;
1383 union
1385 DWORD d;
1386 struct wined3d_line_pattern lp;
1387 } tmppattern;
1388 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1390 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1392 if (tmppattern.lp.repeat_factor)
1394 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1395 checkGLcall("glLineStipple(repeat, linepattern)");
1396 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1397 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1399 else
1401 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1402 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1406 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1408 const struct wined3d_gl_info *gl_info = context->gl_info;
1410 if (isStateDirty(context, STATE_VDECL))
1411 return;
1413 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1414 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1415 * by zero and is not properly defined in opengl, so avoid it
1417 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1418 && (context->stream_info.use_map & (1 << WINED3D_FFP_NORMAL)))
1420 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1421 checkGLcall("glEnable(GL_NORMALIZE);");
1423 else
1425 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1426 checkGLcall("glDisable(GL_NORMALIZE);");
1430 void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1432 union {
1433 DWORD d;
1434 float f;
1435 } tmpvalue;
1437 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1438 if (tmpvalue.f != 1.0f)
1440 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1442 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1443 if (tmpvalue.f != 64.0f)
1445 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1450 void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1452 const struct wined3d_gl_info *gl_info = context->gl_info;
1453 union
1455 DWORD d;
1456 float f;
1457 } min, max;
1459 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1460 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1462 /* Max point size trumps min point size */
1463 if(min.f > max.f) {
1464 min.f = max.f;
1467 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1468 checkGLcall("glPointParameterfEXT(...)");
1469 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1470 checkGLcall("glPointParameterfEXT(...)");
1473 void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1475 const struct wined3d_gl_info *gl_info = context->gl_info;
1476 union
1478 DWORD d;
1479 float f;
1480 } min, max;
1482 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1483 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1485 /* Max point size trumps min point size */
1486 if(min.f > max.f) {
1487 min.f = max.f;
1490 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1491 checkGLcall("glPointParameterfARB(...)");
1492 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1493 checkGLcall("glPointParameterfARB(...)");
1496 void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1498 const struct wined3d_gl_info *gl_info = context->gl_info;
1499 /* TODO: Group this with the viewport */
1501 * POINTSCALEENABLE controls how point size value is treated. If set to
1502 * true, the point size is scaled with respect to height of viewport.
1503 * When set to false point size is in pixels.
1506 /* Default values */
1507 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1508 union {
1509 DWORD d;
1510 float f;
1511 } pointSize, A, B, C;
1513 pointSize.d = state->render_states[WINED3D_RS_POINTSIZE];
1514 A.d = state->render_states[WINED3D_RS_POINTSCALE_A];
1515 B.d = state->render_states[WINED3D_RS_POINTSCALE_B];
1516 C.d = state->render_states[WINED3D_RS_POINTSCALE_C];
1518 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1520 DWORD h = state->viewport.height;
1521 GLfloat scaleFactor;
1523 if (pointSize.f < gl_info->limits.pointsize_min)
1525 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1526 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1527 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1528 * are less than 1.0f. scale_factor = 1.0f / point_size.
1530 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1531 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1532 * is 1.0, but then accepts points below that and draws too small points
1534 pointSize.f = gl_info->limits.pointsize_min;
1536 else if(pointSize.f > gl_info->limits.pointsize_max)
1538 /* gl already scales the input to glPointSize,
1539 * d3d scales the result after the point size scale.
1540 * If the point size is bigger than the max size, use the
1541 * scaling to scale it bigger, and set the gl point size to max
1543 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1544 TRACE("scale: %f\n", scaleFactor);
1545 pointSize.f = gl_info->limits.pointsize_max;
1546 } else {
1547 scaleFactor = 1.0f;
1549 scaleFactor = powf(h * scaleFactor, 2);
1551 att[0] = A.f / scaleFactor;
1552 att[1] = B.f / scaleFactor;
1553 att[2] = C.f / scaleFactor;
1556 if (gl_info->supported[ARB_POINT_PARAMETERS])
1558 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1559 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1561 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1563 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1564 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1566 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1568 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1571 gl_info->gl_ops.gl.p_glPointSize(pointSize.f);
1572 checkGLcall("glPointSize(...);");
1575 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1577 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1580 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1582 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1583 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1584 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1585 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1586 const struct wined3d_gl_info *gl_info = context->gl_info;
1588 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1589 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1590 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1591 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1592 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1593 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1594 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1595 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1596 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1597 checkGLcall("glColorMask(...)");
1599 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1600 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1602 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1603 mask0, mask1, mask2, mask3);
1604 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1608 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1610 GL_EXTCALL(glColorMaskIndexedEXT(index,
1611 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1612 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1613 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1614 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1617 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1619 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1622 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1624 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1627 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1629 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1632 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1634 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1637 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1639 const struct wined3d_gl_info *gl_info = context->gl_info;
1641 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1643 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1644 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1646 else
1648 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1649 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1653 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1655 if (state->render_states[WINED3D_RS_LASTPIXEL])
1657 TRACE("Last Pixel Drawing Enabled\n");
1659 else
1661 static BOOL warned;
1662 if (!warned) {
1663 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1664 warned = TRUE;
1665 } else {
1666 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1671 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1673 static BOOL warned;
1675 /* TODO: NV_POINT_SPRITE */
1676 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1678 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1679 FIXME("Point sprites not supported\n");
1680 warned = TRUE;
1684 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1686 const struct wined3d_gl_info *gl_info = context->gl_info;
1688 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1690 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1691 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1693 else
1695 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1696 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1700 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1702 if (state->render_states[WINED3D_RS_WRAP0]
1703 || state->render_states[WINED3D_RS_WRAP1]
1704 || state->render_states[WINED3D_RS_WRAP2]
1705 || state->render_states[WINED3D_RS_WRAP3]
1706 || state->render_states[WINED3D_RS_WRAP4]
1707 || state->render_states[WINED3D_RS_WRAP5]
1708 || state->render_states[WINED3D_RS_WRAP6]
1709 || state->render_states[WINED3D_RS_WRAP7]
1710 || state->render_states[WINED3D_RS_WRAP8]
1711 || state->render_states[WINED3D_RS_WRAP9]
1712 || state->render_states[WINED3D_RS_WRAP10]
1713 || state->render_states[WINED3D_RS_WRAP11]
1714 || state->render_states[WINED3D_RS_WRAP12]
1715 || state->render_states[WINED3D_RS_WRAP13]
1716 || state->render_states[WINED3D_RS_WRAP14]
1717 || state->render_states[WINED3D_RS_WRAP15])
1718 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1721 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1723 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1724 WARN("Multisample antialiasing not supported by GL.\n");
1727 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1729 const struct wined3d_gl_info *gl_info = context->gl_info;
1731 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1733 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1734 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1736 else
1738 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1739 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1743 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1745 const struct wined3d_gl_info *gl_info = context->gl_info;
1747 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1749 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1750 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1752 else
1754 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1755 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1759 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1760 * OpenGL the bias is specified in units of "the smallest value that is
1761 * guaranteed to produce a resolvable offset for a given implementation". To
1762 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1763 * There's no practical way to retrieve that value from a given GL
1764 * implementation, but the D3D application has essentially the same problem,
1765 * which makes a guess of the depth buffer format's highest possible value a
1766 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1767 * depth slope, and doesn't need to be scaled. */
1768 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1770 const struct wined3d_gl_info *gl_info = context->gl_info;
1772 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1773 || state->render_states[WINED3D_RS_DEPTHBIAS])
1775 const struct wined3d_surface *depth = state->fb->depth_stencil;
1776 float scale;
1778 union
1780 DWORD d;
1781 float f;
1782 } scale_bias, const_bias;
1784 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1785 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1787 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1788 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1790 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1792 float bias = -(float)const_bias.d;
1793 gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
1794 checkGLcall("glPolygonOffset");
1796 else
1798 if (depth)
1800 const struct wined3d_format *fmt = depth->resource.format;
1801 scale = powf(2, fmt->depth_size) - 1;
1802 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1803 debug_d3dformat(fmt->id), scale);
1805 else
1807 /* The context manager will reapply this state on a depth stencil change */
1808 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1809 scale = 0.0f;
1812 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1813 checkGLcall("glPolygonOffset(...)");
1816 else
1818 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1819 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1823 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1825 if (state->render_states[WINED3D_RS_ZVISIBLE])
1826 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1829 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1831 const struct wined3d_gl_info *gl_info = context->gl_info;
1833 if (state->render_states[WINED3D_RS_TEXTUREPERSPECTIVE])
1835 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1836 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1838 else
1840 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1841 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1845 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1847 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1848 FIXME("Stippled Alpha not supported yet.\n");
1851 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1853 if (state->render_states[WINED3D_RS_ANTIALIAS])
1854 FIXME("Antialias not supported yet.\n");
1857 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1859 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1860 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1861 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1864 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1866 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1867 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1868 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1871 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1873 union {
1874 DWORD d;
1875 float f;
1876 } tmpvalue;
1877 tmpvalue.f = 1.0f;
1879 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1881 static BOOL displayed = FALSE;
1883 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1884 if(!displayed)
1885 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1887 displayed = TRUE;
1891 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1893 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1894 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1895 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1898 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1900 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1901 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1902 state->render_states[WINED3D_RS_NORMALDEGREE]);
1905 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1907 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1908 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1909 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1912 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1914 union {
1915 DWORD d;
1916 float f;
1917 } zmin, zmax;
1919 const struct wined3d_gl_info *gl_info = context->gl_info;
1921 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1923 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1924 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1926 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1927 * In d3d9 test is not performed in this case*/
1928 if (zmin.f <= zmax.f)
1930 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1931 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1932 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1933 checkGLcall("glDepthBoundsEXT(...)");
1935 else
1937 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1938 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1941 else
1943 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1944 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1947 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1950 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1952 if (state->render_states[WINED3D_RS_WRAPU])
1953 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1956 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1958 if (state->render_states[WINED3D_RS_WRAPV])
1959 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1962 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1964 if (state->render_states[WINED3D_RS_MONOENABLE])
1965 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1968 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1970 if (state->render_states[WINED3D_RS_ROP2])
1971 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1974 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1976 if (state->render_states[WINED3D_RS_PLANEMASK])
1977 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1980 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1982 if (state->render_states[WINED3D_RS_SUBPIXEL])
1983 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1986 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1988 if (state->render_states[WINED3D_RS_SUBPIXELX])
1989 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1992 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1994 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1995 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1998 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2000 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
2001 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
2004 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2006 if (state->render_states[WINED3D_RS_ANISOTROPY])
2007 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2010 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2012 if (state->render_states[WINED3D_RS_FLUSHBATCH])
2013 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2016 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2018 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2019 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2022 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2024 if (state->render_states[WINED3D_RS_EXTENTS])
2025 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2028 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2030 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2031 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2034 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2036 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2037 FIXME("Software vertex processing not implemented.\n");
2040 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2041 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2042 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2043 * flag specifies the complement of the input should be used. */
2044 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2045 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2047 /* Calculate the operand */
2048 if (complement) {
2049 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2050 else *operand = GL_ONE_MINUS_SRC_COLOR;
2051 } else {
2052 if (from_alpha) *operand = GL_SRC_ALPHA;
2053 else *operand = GL_SRC_COLOR;
2056 /* Calculate the source */
2057 switch (arg & WINED3DTA_SELECTMASK) {
2058 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2059 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2060 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2061 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2062 case WINED3DTA_SPECULAR:
2064 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2065 * 'Secondary color' and isn't supported until base GL supports it
2066 * There is no concept of temp registers as far as I can tell
2068 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2069 *source = GL_TEXTURE;
2070 break;
2071 default:
2072 FIXME("Unrecognized texture arg %#x\n", arg);
2073 *source = GL_TEXTURE;
2074 break;
2078 /* Setup the texture operations texture stage states */
2079 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2080 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2082 GLenum src1, src2, src3;
2083 GLenum opr1, opr2, opr3;
2084 GLenum comb_target;
2085 GLenum src0_target, src1_target, src2_target;
2086 GLenum opr0_target, opr1_target, opr2_target;
2087 GLenum scal_target;
2088 GLenum opr=0, invopr, src3_target, opr3_target;
2089 BOOL Handled = FALSE;
2091 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2093 /* Operations usually involve two args, src0 and src1 and are operations
2094 * of the form (a1 <operation> a2). However, some of the more complex
2095 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2096 * Microsoft added in a third parameter called a0. Therefore these are
2097 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2098 * parameter goes to the front.
2100 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2101 * actual functions below, expect their syntax to differ slightly to those
2102 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2103 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2105 if (isAlpha)
2107 comb_target = GL_COMBINE_ALPHA;
2108 src0_target = GL_SOURCE0_ALPHA;
2109 src1_target = GL_SOURCE1_ALPHA;
2110 src2_target = GL_SOURCE2_ALPHA;
2111 opr0_target = GL_OPERAND0_ALPHA;
2112 opr1_target = GL_OPERAND1_ALPHA;
2113 opr2_target = GL_OPERAND2_ALPHA;
2114 scal_target = GL_ALPHA_SCALE;
2116 else
2118 comb_target = GL_COMBINE_RGB;
2119 src0_target = GL_SOURCE0_RGB;
2120 src1_target = GL_SOURCE1_RGB;
2121 src2_target = GL_SOURCE2_RGB;
2122 opr0_target = GL_OPERAND0_RGB;
2123 opr1_target = GL_OPERAND1_RGB;
2124 opr2_target = GL_OPERAND2_RGB;
2125 scal_target = GL_RGB_SCALE;
2128 /* If a texture stage references an invalid texture unit the stage just
2129 * passes through the result from the previous stage */
2130 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2132 arg1 = WINED3DTA_CURRENT;
2133 op = WINED3D_TOP_SELECT_ARG1;
2136 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2138 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2139 } else {
2140 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2142 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2143 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2145 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2147 Handled = TRUE; /* Assume will be handled */
2149 /* Other texture operations require special extensions: */
2150 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2152 if (isAlpha) {
2153 opr = GL_SRC_ALPHA;
2154 invopr = GL_ONE_MINUS_SRC_ALPHA;
2155 src3_target = GL_SOURCE3_ALPHA_NV;
2156 opr3_target = GL_OPERAND3_ALPHA_NV;
2157 } else {
2158 opr = GL_SRC_COLOR;
2159 invopr = GL_ONE_MINUS_SRC_COLOR;
2160 src3_target = GL_SOURCE3_RGB_NV;
2161 opr3_target = GL_OPERAND3_RGB_NV;
2163 switch (op)
2165 case WINED3D_TOP_DISABLE: /* Only for alpha */
2166 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2167 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2168 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2169 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2170 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2171 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2172 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2173 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2174 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2175 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2176 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2177 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2178 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2179 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2180 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2181 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2182 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2183 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2184 break;
2186 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2187 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2188 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2189 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2190 if (op == WINED3D_TOP_SELECT_ARG1)
2192 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2193 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2194 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2195 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2197 else
2199 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2200 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2201 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2202 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2204 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2205 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2206 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2207 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2208 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2209 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2210 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2211 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2212 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2213 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2214 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2215 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2216 break;
2218 case WINED3D_TOP_MODULATE:
2219 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2220 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2221 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2222 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2223 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2224 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2225 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2226 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2227 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2228 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2229 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2230 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2231 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2232 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2233 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2234 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2235 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2236 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2237 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2238 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2239 break;
2240 case WINED3D_TOP_MODULATE_2X:
2241 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2242 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2243 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2244 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2245 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2246 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2247 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2248 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2249 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2250 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2251 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2252 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2254 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2255 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2256 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2257 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2258 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2259 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2260 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2261 break;
2262 case WINED3D_TOP_MODULATE_4X:
2263 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2264 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2265 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2266 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2268 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2269 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2270 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2271 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2272 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2273 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2274 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2275 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2276 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2277 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2278 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2279 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2280 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2281 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2282 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2283 break;
2285 case WINED3D_TOP_ADD:
2286 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2287 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2288 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2289 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2290 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2291 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2292 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2293 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2294 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2295 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2296 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2297 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2298 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2299 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2300 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2301 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2302 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2303 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2304 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2305 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2306 break;
2308 case WINED3D_TOP_ADD_SIGNED:
2309 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2310 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2311 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2312 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2314 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2315 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2316 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2317 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2318 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2319 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2320 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2321 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2322 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2323 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2324 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2325 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2326 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2327 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2328 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2329 break;
2331 case WINED3D_TOP_ADD_SIGNED_2X:
2332 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2333 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2335 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2337 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2339 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2340 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2341 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2342 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2343 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2344 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2345 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2346 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2347 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2348 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2349 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2350 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2351 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2352 break;
2354 case WINED3D_TOP_ADD_SMOOTH:
2355 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2356 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2357 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2358 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2359 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2360 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2361 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2362 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2363 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2364 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2365 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2366 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2368 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2369 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2370 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2371 switch (opr1) {
2372 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2373 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2374 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2375 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2377 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2378 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2379 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2380 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2381 break;
2383 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2385 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2387 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2389 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2391 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2393 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2394 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2395 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2397 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2399 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2401 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2403 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2404 break;
2405 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2407 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2409 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2411 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2412 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2413 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2415 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2416 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2417 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2418 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2419 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2420 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2421 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2423 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2424 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2425 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2426 break;
2427 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2429 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2431 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2433 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2435 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2437 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2438 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2439 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2441 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2442 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2443 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2445 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2446 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2447 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2448 break;
2449 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2451 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2453 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2455 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2456 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2457 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2458 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2459 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2460 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2461 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2463 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2464 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2465 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2466 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2467 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2468 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2469 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2470 break;
2471 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2472 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2473 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2474 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2475 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2476 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2477 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2478 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2479 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2480 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2481 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2482 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2483 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2484 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2485 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2486 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2487 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2488 switch (opr) {
2489 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2490 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2492 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2493 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2494 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2495 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2496 break;
2497 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2498 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2499 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2500 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2501 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2502 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2503 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2504 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2505 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2506 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2507 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2508 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2509 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2510 switch (opr1) {
2511 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2512 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2515 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2516 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2517 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2519 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2521 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2522 break;
2523 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2525 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2526 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2527 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2528 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2529 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2530 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2531 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2532 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2533 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2534 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2535 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2536 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2537 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2538 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2539 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2540 switch (opr1) {
2541 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2542 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2543 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2544 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2546 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2547 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2548 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2549 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2550 break;
2551 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2552 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2553 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2554 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2555 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2556 switch (opr1) {
2557 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2558 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2559 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2560 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2562 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2563 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2564 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2565 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2566 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2567 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2568 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2569 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2570 switch (opr1) {
2571 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2572 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2574 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2575 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2576 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2577 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2578 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2579 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2580 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2581 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2582 break;
2583 case WINED3D_TOP_MULTIPLY_ADD:
2584 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2585 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2586 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2587 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2588 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2589 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2590 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2591 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2592 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2593 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2594 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2595 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2596 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2597 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2598 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2599 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2600 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2601 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2602 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2603 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2604 break;
2606 case WINED3D_TOP_BUMPENVMAP:
2607 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2608 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2609 Handled = FALSE;
2610 break;
2612 default:
2613 Handled = FALSE;
2615 if (Handled)
2617 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2618 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2620 return;
2622 } /* GL_NV_texture_env_combine4 */
2624 Handled = TRUE; /* Again, assume handled */
2625 switch (op) {
2626 case WINED3D_TOP_DISABLE: /* Only for alpha */
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2628 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2630 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2631 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2632 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2634 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2635 break;
2636 case WINED3D_TOP_SELECT_ARG1:
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2638 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2640 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2641 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2642 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2643 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2644 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2645 break;
2646 case WINED3D_TOP_SELECT_ARG2:
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2648 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2650 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2652 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2654 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2655 break;
2656 case WINED3D_TOP_MODULATE:
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2658 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2660 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2662 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2664 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2666 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2668 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2669 break;
2670 case WINED3D_TOP_MODULATE_2X:
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2672 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2673 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2674 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2676 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2677 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2678 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2679 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2680 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2682 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2683 break;
2684 case WINED3D_TOP_MODULATE_4X:
2685 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2686 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2687 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2688 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2690 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2691 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2692 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2693 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2694 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2695 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2696 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2697 break;
2698 case WINED3D_TOP_ADD:
2699 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2700 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2701 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2702 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2704 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2705 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2706 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2708 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2710 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2711 break;
2712 case WINED3D_TOP_ADD_SIGNED:
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2714 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2715 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2716 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2718 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
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, scal_target, 1);
2724 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2725 break;
2726 case WINED3D_TOP_ADD_SIGNED_2X:
2727 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2728 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2729 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2730 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2732 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2734 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2735 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2736 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2737 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2738 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2739 break;
2740 case WINED3D_TOP_SUBTRACT:
2741 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2743 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2744 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2745 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2746 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2747 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2748 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2749 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2750 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2751 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2752 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2753 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2754 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2755 } else {
2756 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2758 break;
2760 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2761 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2762 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2763 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2764 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2765 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2766 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2767 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2768 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2770 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2771 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2772 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2773 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2774 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2775 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2776 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2777 break;
2778 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2779 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2780 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2781 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2782 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2783 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2784 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2785 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2786 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2788 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2789 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2790 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2791 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2792 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2794 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2795 break;
2796 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2797 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2798 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2799 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2800 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2801 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2802 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2803 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2804 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2805 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2806 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2807 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2808 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2809 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2810 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2811 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2812 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2813 break;
2814 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2815 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2816 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2817 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2818 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2819 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2820 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2821 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2822 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2823 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2824 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2825 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2826 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2827 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2828 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2829 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2830 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2831 break;
2832 case WINED3D_TOP_DOTPRODUCT3:
2833 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2835 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2836 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2838 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2840 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2841 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2842 } else {
2843 FIXME("This version of opengl does not support GL_DOT3\n");
2845 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2846 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2847 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2848 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2849 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2850 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2851 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2852 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2853 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2854 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2855 break;
2856 case WINED3D_TOP_LERP:
2857 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2858 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2859 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2860 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2861 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2862 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2863 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2864 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2865 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2866 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2867 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2868 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2869 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2870 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2871 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2872 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2873 break;
2874 case WINED3D_TOP_ADD_SMOOTH:
2875 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2877 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2878 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2879 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2880 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2881 switch (opr1) {
2882 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2883 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2884 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2885 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2887 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2888 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2889 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2890 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2891 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2892 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2893 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2894 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2895 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2896 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2897 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2898 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2899 } else
2900 Handled = FALSE;
2901 break;
2902 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2903 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2905 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2906 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2907 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2908 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2909 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2910 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2911 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2912 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2913 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2914 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2915 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2916 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2917 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2918 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2919 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2920 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2921 } else
2922 Handled = FALSE;
2923 break;
2924 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2925 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2927 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2928 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2929 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2930 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2931 switch (opr1) {
2932 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2933 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2934 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2935 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2937 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2938 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2939 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2940 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2941 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2942 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2943 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2944 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2945 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2946 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2947 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2948 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2949 } else
2950 Handled = FALSE;
2951 break;
2952 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2953 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2955 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2956 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2957 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2958 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2959 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2960 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2961 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2962 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2963 switch (opr1) {
2964 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2965 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2966 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2967 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2969 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2970 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2971 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2972 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2973 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2974 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2975 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2976 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2977 } else
2978 Handled = FALSE;
2979 break;
2980 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2981 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2983 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2984 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2985 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2986 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2987 switch (opr1) {
2988 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2989 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2990 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2991 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2993 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2994 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2995 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2996 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2997 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2998 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2999 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3000 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3001 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3002 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3003 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3004 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3005 } else
3006 Handled = FALSE;
3007 break;
3008 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3009 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3011 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3012 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3013 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3014 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3015 switch (opr1) {
3016 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3017 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3018 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3019 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3021 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3022 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3023 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3024 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3025 switch (opr1) {
3026 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3027 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3028 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3029 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3031 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3032 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3033 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3034 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3035 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3036 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3037 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3038 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3039 } else
3040 Handled = FALSE;
3041 break;
3042 case WINED3D_TOP_MULTIPLY_ADD:
3043 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3045 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3046 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3047 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3048 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3049 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3050 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3051 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3052 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3053 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3054 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3055 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3056 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3057 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3058 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3059 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3060 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3061 } else
3062 Handled = FALSE;
3063 break;
3064 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3065 case WINED3D_TOP_BUMPENVMAP:
3066 if (gl_info->supported[NV_TEXTURE_SHADER2])
3068 /* Technically texture shader support without register combiners is possible, but not expected to occur
3069 * on real world cards, so for now a fixme should be enough
3071 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3073 Handled = FALSE;
3074 break;
3076 default:
3077 Handled = FALSE;
3080 if (Handled) {
3081 BOOL combineOK = TRUE;
3082 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3084 DWORD op2;
3086 if (isAlpha)
3087 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3088 else
3089 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3091 /* Note: If COMBINE4 in effect can't go back to combine! */
3092 switch (op2)
3094 case WINED3D_TOP_ADD_SMOOTH:
3095 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3096 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3097 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3098 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3099 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3100 case WINED3D_TOP_MULTIPLY_ADD:
3101 /* Ignore those implemented in both cases */
3102 switch (op)
3104 case WINED3D_TOP_SELECT_ARG1:
3105 case WINED3D_TOP_SELECT_ARG2:
3106 combineOK = FALSE;
3107 Handled = FALSE;
3108 break;
3109 default:
3110 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3111 return;
3116 if (combineOK)
3118 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3119 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3121 return;
3125 /* After all the extensions, if still unhandled, report fixme */
3126 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3130 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3132 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3133 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3134 DWORD mapped_stage = context->tex_unit_map[stage];
3135 const struct wined3d_gl_info *gl_info = context->gl_info;
3137 TRACE("Setting color op for stage %d\n", stage);
3139 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3140 if (use_ps(state)) return;
3142 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3144 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3146 if (tex_used && mapped_stage >= gl_info->limits.textures)
3148 FIXME("Attempt to enable unsupported stage!\n");
3149 return;
3151 context_active_texture(context, gl_info, mapped_stage);
3154 if (stage >= context->lowest_disabled_stage)
3156 TRACE("Stage disabled\n");
3157 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3159 /* Disable everything here */
3160 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3161 checkGLcall("glDisable(GL_TEXTURE_2D)");
3162 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3163 checkGLcall("glDisable(GL_TEXTURE_3D)");
3164 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3166 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3167 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3169 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3171 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3172 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3175 /* All done */
3176 return;
3179 /* The sampler will also activate the correct texture dimensions, so no
3180 * need to do it here if the sampler for this stage is dirty. */
3181 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3182 texture_activate_dimensions(state->textures[stage], gl_info);
3184 set_tex_op(gl_info, state, FALSE, stage,
3185 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3186 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3187 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3188 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3191 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3193 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3194 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3195 DWORD mapped_stage = context->tex_unit_map[stage];
3196 const struct wined3d_gl_info *gl_info = context->gl_info;
3197 DWORD op, arg1, arg2, arg0;
3199 TRACE("Setting alpha op for stage %d\n", stage);
3200 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3201 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3203 if (tex_used && mapped_stage >= gl_info->limits.textures)
3205 FIXME("Attempt to enable unsupported stage!\n");
3206 return;
3208 context_active_texture(context, gl_info, mapped_stage);
3211 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3212 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3213 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3214 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3216 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3218 struct wined3d_texture *texture = state->textures[0];
3219 GLenum texture_dimensions = texture->target;
3221 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3223 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3225 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_size)
3227 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3228 * properly. On the other hand applications can still use texture combiners apparently. This code
3229 * takes care that apps cannot remove the texture's alpha channel entirely.
3231 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3232 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3233 * and alpha component of diffuse color to draw things like translucent text and perform other
3234 * blending effects.
3236 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3237 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3238 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3239 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3240 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3241 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3242 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3243 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3244 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3245 * alpha.
3247 * What to do with multitexturing? So far no app has been found that uses color keying with
3248 * multitexturing */
3249 if (op == WINED3D_TOP_DISABLE)
3251 arg1 = WINED3DTA_TEXTURE;
3252 op = WINED3D_TOP_SELECT_ARG1;
3254 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3256 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3258 arg2 = WINED3DTA_TEXTURE;
3259 op = WINED3D_TOP_MODULATE;
3261 else arg1 = WINED3DTA_TEXTURE;
3263 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3265 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3267 arg1 = WINED3DTA_TEXTURE;
3268 op = WINED3D_TOP_MODULATE;
3270 else arg2 = WINED3DTA_TEXTURE;
3276 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3277 * this if block here, and the other code(color keying, texture unit selection) are the same
3279 TRACE("Setting alpha op for stage %d\n", stage);
3280 if (gl_info->supported[NV_REGISTER_COMBINERS])
3282 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3283 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3285 else
3287 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3291 void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3293 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3294 const struct wined3d_device *device = context->swapchain->device;
3295 const struct wined3d_gl_info *gl_info = context->gl_info;
3296 DWORD mapped_stage = context->tex_unit_map[texUnit];
3297 BOOL generated;
3298 int coordIdx;
3300 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3301 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3303 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3304 return;
3307 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3308 if (mapped_stage >= gl_info->limits.textures) return;
3310 context_active_texture(context, gl_info, mapped_stage);
3311 generated = (state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3312 coordIdx = min(state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff], MAX_TEXTURES - 1);
3314 set_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + texUnit].u.m[0][0],
3315 state->texture_states[texUnit][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3316 generated, context->last_was_rhw,
3317 context->stream_info.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3318 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3319 : WINED3DFMT_UNKNOWN,
3320 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv));
3322 /* The sampler applying function calls us if this changes */
3323 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3325 if(generated) {
3326 FIXME("Non-power2 texture being used with generated texture coords\n");
3328 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3329 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3330 if (!use_ps(state))
3332 TRACE("Non power two matrix multiply fixup\n");
3333 gl_info->gl_ops.gl.p_glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3338 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3340 unsigned int texture_idx;
3342 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3344 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3345 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3349 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3350 GLuint *curVBO, const struct wined3d_state *state)
3352 const struct wined3d_gl_info *gl_info = context->gl_info;
3353 unsigned int mapped_stage = 0;
3354 unsigned int textureNo = 0;
3356 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3358 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3360 mapped_stage = context->tex_unit_map[textureNo];
3361 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3363 if (mapped_stage >= gl_info->limits.texture_coords)
3365 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3366 continue;
3369 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3371 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3373 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3374 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3376 if (*curVBO != e->data.buffer_object)
3378 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
3379 checkGLcall("glBindBufferARB");
3380 *curVBO = e->data.buffer_object;
3383 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3384 checkGLcall("glClientActiveTextureARB");
3386 /* The coords to supply depend completely on the fvf / vertex shader */
3387 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3388 e->data.addr + state->load_base_vertex_index * e->stride);
3389 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3391 else
3393 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3396 if (gl_info->supported[NV_REGISTER_COMBINERS])
3398 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3399 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3401 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3405 checkGLcall("loadTexCoords");
3408 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3410 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3411 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3412 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3413 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3414 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3415 const struct wined3d_gl_info *gl_info = context->gl_info;
3416 DWORD mapped_stage = context->tex_unit_map[stage];
3418 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3420 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3421 return;
3424 if (mapped_stage >= gl_info->limits.fragment_samplers)
3426 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3427 return;
3429 context_active_texture(context, gl_info, mapped_stage);
3431 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3433 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3434 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3435 * means use the vertex position (camera-space) as the input texture coordinates
3436 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3437 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3438 * to the TEXCOORDINDEX value
3440 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3442 case WINED3DTSS_TCI_PASSTHRU:
3443 /* Use the specified texture coordinates contained within the
3444 * vertex format. This value resolves to zero. */
3445 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3446 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3447 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3448 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3449 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3450 break;
3452 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3453 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3454 * as the input texture coordinates for this stage's texture transformation. This
3455 * equates roughly to EYE_LINEAR */
3457 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3458 gl_info->gl_ops.gl.p_glPushMatrix();
3459 gl_info->gl_ops.gl.p_glLoadIdentity();
3460 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3461 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3462 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3463 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3464 gl_info->gl_ops.gl.p_glPopMatrix();
3465 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3467 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3468 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3469 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3470 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3472 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3473 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3474 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3475 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3477 break;
3479 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3480 /* Note that NV_TEXGEN_REFLECTION support is implied when
3481 * ARB_TEXTURE_CUBE_MAP is supported */
3482 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3484 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3485 break;
3488 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3489 gl_info->gl_ops.gl.p_glPushMatrix();
3490 gl_info->gl_ops.gl.p_glLoadIdentity();
3491 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3492 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3493 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3494 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3495 gl_info->gl_ops.gl.p_glPopMatrix();
3496 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3498 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3499 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3500 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3501 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3503 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3504 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3505 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3506 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3508 break;
3510 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3511 /* Note that NV_TEXGEN_REFLECTION support is implied when
3512 * ARB_TEXTURE_CUBE_MAP is supported */
3513 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3515 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3516 break;
3519 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3520 gl_info->gl_ops.gl.p_glPushMatrix();
3521 gl_info->gl_ops.gl.p_glLoadIdentity();
3522 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3523 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3524 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3525 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3526 gl_info->gl_ops.gl.p_glPopMatrix();
3527 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3529 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3530 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3531 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3532 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3534 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3535 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3536 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3537 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3539 break;
3541 case WINED3DTSS_TCI_SPHEREMAP:
3542 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3543 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3544 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3546 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3547 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3548 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3549 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3551 break;
3553 default:
3554 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3555 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3556 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3557 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3558 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3559 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3560 checkGLcall("Disable texgen.");
3562 break;
3565 /* Update the texture matrix. */
3566 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3567 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3569 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3571 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3572 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3573 * and do all the things linked to it
3574 * TODO: Tidy that up to reload only the arrays of the changed unit
3576 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3578 unload_tex_coords(gl_info);
3579 load_tex_coords(context, &context->stream_info, &curVBO, state);
3583 void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3585 const DWORD sampler = state_id - STATE_SAMPLER(0);
3586 const struct wined3d_texture *texture = state->textures[sampler];
3588 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3590 if(!texture) return;
3591 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3592 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3593 * scaling is reapplied or removed, the texture matrix has to be reapplied
3595 * The mapped stage is already active because the sampler() function below, which is part of the
3596 * misc pipeline
3598 if (sampler < MAX_TEXTURES)
3600 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3602 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3604 if (texIsPow2)
3605 context->lastWasPow2Texture |= 1 << sampler;
3606 else
3607 context->lastWasPow2Texture &= ~(1 << sampler);
3609 transform_texture(context, state,
3610 STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3615 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3617 DWORD sampler = state_id - STATE_SAMPLER(0);
3618 DWORD mapped_stage = context->tex_unit_map[sampler];
3619 const struct wined3d_gl_info *gl_info = context->gl_info;
3620 union {
3621 float f;
3622 DWORD d;
3623 } tmpvalue;
3625 TRACE("Sampler: %d\n", sampler);
3626 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3627 * only has to bind textures and set the per texture states
3630 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3632 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3633 return;
3636 if (mapped_stage >= gl_info->limits.combined_samplers)
3638 return;
3640 context_active_texture(context, gl_info, mapped_stage);
3642 if (state->textures[sampler])
3644 struct wined3d_texture *texture = state->textures[sampler];
3645 BOOL srgb = state->sampler_states[sampler][WINED3D_SAMP_SRGB_TEXTURE];
3647 texture->texture_ops->texture_bind(texture, context, srgb);
3648 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3650 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3652 tmpvalue.d = state->sampler_states[sampler][WINED3D_SAMP_MIPMAP_LOD_BIAS];
3653 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3654 GL_TEXTURE_LOD_BIAS_EXT, tmpvalue.f);
3655 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3658 if (!use_ps(state) && sampler < context->lowest_disabled_stage)
3660 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler)
3662 /* If color keying is enabled update the alpha test, it
3663 * depends on the existence of a color key in stage 0. */
3664 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3668 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3669 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3670 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3672 else
3674 if (sampler < context->lowest_disabled_stage)
3676 /* TODO: What should I do with pixel shaders here ??? */
3677 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler)
3679 /* If color keying is enabled update the alpha test, it
3680 * depends on the existence of a color key in stage 0. */
3681 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3683 } /* Otherwise tex_colorop disables the stage */
3684 context_bind_texture(context, GL_NONE, 0);
3688 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3690 unsigned int i;
3692 if (use_ps(state))
3694 if (!context->last_was_pshader)
3696 /* Former draw without a pixel shader, some samplers may be
3697 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3698 * make sure to enable them. */
3699 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3701 if (!isStateDirty(context, STATE_SAMPLER(i)))
3702 sampler(context, state, STATE_SAMPLER(i));
3704 context->last_was_pshader = TRUE;
3706 else
3708 /* Otherwise all samplers were activated by the code above in
3709 * earlier draws, or by sampler() if a different texture was
3710 * bound. I don't have to do anything. */
3713 else
3715 /* Disabled the pixel shader - color ops weren't applied while it was
3716 * enabled, so re-apply them. */
3717 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3719 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3720 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3722 context->last_was_pshader = FALSE;
3725 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
3728 static void state_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3730 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_GEOMETRY;
3733 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3735 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3738 void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3740 const struct wined3d_gl_info *gl_info = context->gl_info;
3742 /* This function is called by transform_view below if the view matrix was changed too
3744 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3745 * does not always update the world matrix, only on a switch between transformed
3746 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3747 * draw, but that should be rather rare and cheaper in total.
3749 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3750 checkGLcall("glMatrixMode");
3752 if (context->last_was_rhw)
3754 gl_info->gl_ops.gl.p_glLoadIdentity();
3755 checkGLcall("glLoadIdentity()");
3757 else
3759 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3760 checkGLcall("glLoadMatrixf");
3761 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]);
3762 checkGLcall("glMultMatrixf");
3766 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3768 const struct wined3d_gl_info *gl_info = context->gl_info;
3769 UINT index = state_id - STATE_CLIPPLANE(0);
3770 GLdouble plane[4];
3772 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes)
3773 return;
3775 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3776 gl_info->gl_ops.gl.p_glPushMatrix();
3778 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3779 if (!use_vs(state))
3780 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3781 else
3782 /* With vertex shaders, clip planes are not transformed in Direct3D,
3783 * while in OpenGL they are still transformed by the model view matix. */
3784 gl_info->gl_ops.gl.p_glLoadIdentity();
3786 plane[0] = state->clip_planes[index].x;
3787 plane[1] = state->clip_planes[index].y;
3788 plane[2] = state->clip_planes[index].z;
3789 plane[3] = state->clip_planes[index].w;
3791 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3792 plane[0], plane[1], plane[2], plane[3]);
3793 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3794 checkGLcall("glClipPlane");
3796 gl_info->gl_ops.gl.p_glPopMatrix();
3799 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3801 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3802 const struct wined3d_gl_info *gl_info = context->gl_info;
3803 GLenum glMat;
3805 TRACE("Setting world matrix %d\n", matrix);
3807 if (matrix >= gl_info->limits.blends)
3809 WARN("Unsupported blend matrix set\n");
3810 return;
3813 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3814 return;
3816 /* GL_MODELVIEW0_ARB: 0x1700
3817 * GL_MODELVIEW1_ARB: 0x850a
3818 * GL_MODELVIEW2_ARB: 0x8722
3819 * GL_MODELVIEW3_ARB: 0x8723
3820 * etc
3821 * GL_MODELVIEW31_ARB: 0x873f
3823 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3824 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3826 gl_info->gl_ops.gl.p_glMatrixMode(glMat);
3827 checkGLcall("glMatrixMode(glMat)");
3829 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3830 * matrices while gl uses only 2. To avoid weighting the view matrix
3831 * incorrectly it has to be multiplied into every GL modelview matrix. */
3832 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3833 checkGLcall("glLoadMatrixf");
3834 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]);
3835 checkGLcall("glMultMatrixf");
3838 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3840 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3841 static unsigned int once;
3843 if (f == WINED3D_VBF_DISABLE)
3844 return;
3846 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3847 else WARN("Vertex blend flags %#x not supported.\n", f);
3850 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3852 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3853 struct wined3d_device *device = context->swapchain->device;
3854 const struct wined3d_gl_info *gl_info = context->gl_info;
3855 static unsigned int once;
3857 switch (val)
3859 case WINED3D_VBF_1WEIGHTS:
3860 case WINED3D_VBF_2WEIGHTS:
3861 case WINED3D_VBF_3WEIGHTS:
3862 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
3863 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3865 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3866 * This is enabled at context creation with enabling
3867 * GL_WEIGHT_SUM_UNITY_ARB. */
3868 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3870 if (!device->vertexBlendUsed)
3872 unsigned int i;
3873 for (i = 1; i < gl_info->limits.blends; ++i)
3875 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3876 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3878 device->vertexBlendUsed = TRUE;
3880 break;
3882 case WINED3D_VBF_TWEENING:
3883 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3884 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3885 else WARN("Vertex blend flags %#x not supported.\n", val);
3886 /* Fall through. */
3887 case WINED3D_VBF_DISABLE:
3888 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
3889 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3890 break;
3894 void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3896 const struct wined3d_gl_info *gl_info = context->gl_info;
3897 const struct wined3d_light_info *light = NULL;
3898 unsigned int k;
3900 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3901 * NOTE: We have to reset the positions even if the light/plane is not currently
3902 * enabled, since the call to enable it will not reset the position.
3903 * NOTE2: Apparently texture transforms do NOT need reapplying
3906 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3907 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3908 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3909 checkGLcall("glLoadMatrixf(...)");
3911 /* Reset lights. TODO: Call light apply func */
3912 for (k = 0; k < gl_info->limits.lights; ++k)
3914 if (!(light = state->lights[k]))
3915 continue;
3916 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3917 checkGLcall("glLightfv posn");
3918 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3919 checkGLcall("glLightfv dirn");
3922 /* Reset Clipping Planes */
3923 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3925 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3926 clipplane(context, state, STATE_CLIPPLANE(k));
3929 if (context->last_was_rhw)
3931 gl_info->gl_ops.gl.p_glLoadIdentity();
3932 checkGLcall("glLoadIdentity()");
3933 /* No need to update the world matrix, the identity is fine */
3934 return;
3937 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3938 * No need to do it here if the state is scheduled for update. */
3939 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3940 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3942 /* Avoid looping over a number of matrices if the app never used the functionality */
3943 if (context->swapchain->device->vertexBlendUsed)
3945 for (k = 1; k < gl_info->limits.blends; ++k)
3947 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
3948 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
3953 void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3955 const struct wined3d_gl_info *gl_info = context->gl_info;
3957 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3958 checkGLcall("glMatrixMode(GL_PROJECTION)");
3960 /* There are a couple of additional things we have to take into account
3961 * here besides the projection transformation itself:
3962 * - We need to flip along the y-axis in case of offscreen rendering.
3963 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3964 * - D3D coordinates refer to pixel centers while GL coordinates refer
3965 * to pixel corners.
3966 * - D3D has a top-left filling convention. We need to maintain this
3967 * even after the y-flip mentioned above.
3968 * In order to handle the last two points, we translate by
3969 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3970 * translating slightly less than half a pixel. We want the difference to
3971 * be large enough that it doesn't get lost due to rounding inside the
3972 * driver, but small enough to prevent it from interfering with any
3973 * anti-aliasing. */
3975 if (context->last_was_rhw)
3977 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3978 double x = state->viewport.x;
3979 double y = state->viewport.y;
3980 double w = state->viewport.width;
3981 double h = state->viewport.height;
3982 double x_scale = 2.0 / w;
3983 double x_offset = ((63.0 / 64.0) - (2.0 * x) - w) / w;
3984 double y_scale = context->render_offscreen ? 2.0 / h : 2.0 / -h;
3985 double y_offset = context->render_offscreen
3986 ? ((63.0 / 64.0) - (2.0 * y) - h) / h
3987 : ((63.0 / 64.0) - (2.0 * y) - h) / -h;
3988 const GLdouble projection[] =
3990 x_scale, 0.0, 0.0, 0.0,
3991 0.0, y_scale, 0.0, 0.0,
3992 0.0, 0.0, 2.0, 0.0,
3993 x_offset, y_offset, -1.0, 1.0,
3996 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
3997 checkGLcall("glLoadMatrixd");
3999 else
4001 double y_scale = context->render_offscreen ? -1.0 : 1.0;
4002 double x_offset = (63.0 / 64.0) / state->viewport.width;
4003 double y_offset = context->render_offscreen
4004 ? (63.0 / 64.0) / state->viewport.height
4005 : -(63.0 / 64.0) / state->viewport.height;
4006 const GLdouble projection[] =
4008 1.0, 0.0, 0.0, 0.0,
4009 0.0, y_scale, 0.0, 0.0,
4010 0.0, 0.0, 2.0, 0.0,
4011 x_offset, y_offset, -1.0, 1.0,
4014 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
4015 checkGLcall("glLoadMatrixd");
4017 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_PROJECTION].u.m[0][0]);
4018 checkGLcall("glLoadMatrixf");
4022 /* This should match any arrays loaded in load_vertex_data.
4023 * TODO: Only load / unload arrays if we have to. */
4024 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
4026 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
4027 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
4028 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
4029 if (gl_info->supported[EXT_SECONDARY_COLOR])
4030 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4031 if (gl_info->supported[ARB_VERTEX_BLEND])
4032 gl_info->gl_ops.gl.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4033 unload_tex_coords(gl_info);
4036 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4038 const struct wined3d_gl_info *gl_info = context->gl_info;
4040 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4041 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4042 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4043 GL_EXTCALL(glVertexAttribDivisorARB(i, 0));
4045 context->numbered_array_mask &= ~(1 << i);
4048 /* This should match any arrays loaded in loadNumberedArrays
4049 * TODO: Only load / unload arrays if we have to. */
4050 static void unload_numbered_arrays(struct wined3d_context *context)
4052 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4053 int i;
4055 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
4056 unload_numbered_array(context, i);
4060 static void load_numbered_arrays(struct wined3d_context *context,
4061 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4063 const struct wined3d_gl_info *gl_info = context->gl_info;
4064 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4065 int i;
4067 /* Default to no instancing */
4068 context->instance_count = 0;
4070 for (i = 0; i < MAX_ATTRIBS; i++)
4072 const struct wined3d_stream_state *stream;
4074 if (!(stream_info->use_map & (1 << i)))
4076 if (context->numbered_array_mask & (1 << i))
4077 unload_numbered_array(context, i);
4078 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.input_registers & (1 << i))
4079 GL_EXTCALL(glVertexAttrib4fARB(i, 0.0f, 0.0f, 0.0f, 0.0f));
4080 continue;
4083 stream = &state->streams[stream_info->elements[i].stream_idx];
4085 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4087 if (!context->instance_count)
4088 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
4090 if (!gl_info->supported[ARB_INSTANCED_ARRAYS])
4092 /* Unload instanced arrays, they will be loaded using
4093 * immediate mode instead. */
4094 if (context->numbered_array_mask & (1 << i))
4095 unload_numbered_array(context, i);
4096 continue;
4099 GL_EXTCALL(glVertexAttribDivisorARB(i, 1));
4101 else if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4103 GL_EXTCALL(glVertexAttribDivisorARB(i, 0));
4106 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4108 if (stream_info->elements[i].stride)
4110 if (curVBO != stream_info->elements[i].data.buffer_object)
4112 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
4113 checkGLcall("glBindBufferARB");
4114 curVBO = stream_info->elements[i].data.buffer_object;
4116 /* Use the VBO to find out if a vertex buffer exists, not the vb
4117 * pointer. vb can point to a user pointer data blob. In that case
4118 * curVBO will be 0. If there is a vertex buffer but no vbo we
4119 * won't be load converted attributes anyway. */
4120 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4121 stream_info->elements[i].format->gl_vtx_type,
4122 stream_info->elements[i].format->gl_normalized,
4123 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4124 + state->load_base_vertex_index * stream_info->elements[i].stride));
4126 if (!(context->numbered_array_mask & (1 << i)))
4128 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4129 context->numbered_array_mask |= (1 << i);
4132 else
4134 /* Stride = 0 means always the same values.
4135 * glVertexAttribPointerARB doesn't do that. Instead disable the
4136 * pointer and set up the attribute statically. But we have to
4137 * figure out the system memory address. */
4138 const BYTE *ptr = stream_info->elements[i].data.addr;
4139 if (stream_info->elements[i].data.buffer_object)
4141 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context);
4144 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4146 switch (stream_info->elements[i].format->id)
4148 case WINED3DFMT_R32_FLOAT:
4149 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4150 break;
4151 case WINED3DFMT_R32G32_FLOAT:
4152 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4153 break;
4154 case WINED3DFMT_R32G32B32_FLOAT:
4155 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4156 break;
4157 case WINED3DFMT_R32G32B32A32_FLOAT:
4158 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4159 break;
4161 case WINED3DFMT_R8G8B8A8_UINT:
4162 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4163 break;
4164 case WINED3DFMT_B8G8R8A8_UNORM:
4165 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4167 const DWORD *src = (const DWORD *)ptr;
4168 DWORD c = *src & 0xff00ff00;
4169 c |= (*src & 0xff0000) >> 16;
4170 c |= (*src & 0xff) << 16;
4171 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4172 break;
4174 /* else fallthrough */
4175 case WINED3DFMT_R8G8B8A8_UNORM:
4176 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4177 break;
4179 case WINED3DFMT_R16G16_SINT:
4180 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4181 break;
4182 case WINED3DFMT_R16G16B16A16_SINT:
4183 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4184 break;
4186 case WINED3DFMT_R16G16_SNORM:
4188 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4189 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4190 break;
4192 case WINED3DFMT_R16G16_UNORM:
4194 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4195 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4196 break;
4198 case WINED3DFMT_R16G16B16A16_SNORM:
4199 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4200 break;
4201 case WINED3DFMT_R16G16B16A16_UNORM:
4202 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4203 break;
4205 case WINED3DFMT_R10G10B10A2_UINT:
4206 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4207 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4208 break;
4209 case WINED3DFMT_R10G10B10A2_SNORM:
4210 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4211 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4212 break;
4214 case WINED3DFMT_R16G16_FLOAT:
4215 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4216 * byte float according to the IEEE standard
4218 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4219 break;
4220 case WINED3DFMT_R16G16B16A16_FLOAT:
4221 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4222 break;
4224 default:
4225 ERR("Unexpected declaration in stride 0 attributes\n");
4226 break;
4231 checkGLcall("Loading numbered arrays");
4234 static void load_vertex_data(struct wined3d_context *context,
4235 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4237 const struct wined3d_gl_info *gl_info = context->gl_info;
4238 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4239 const struct wined3d_stream_info_element *e;
4241 TRACE("Using fast vertex array code\n");
4243 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4244 context->instance_count = 0;
4246 /* Blend Data ---------------------------------------------- */
4247 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4248 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4250 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4252 if (gl_info->supported[ARB_VERTEX_BLEND])
4254 TRACE("Blend %u %p %u\n", e->format->component_count,
4255 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4257 gl_info->gl_ops.gl.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4258 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4260 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4262 if (curVBO != e->data.buffer_object)
4264 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4265 checkGLcall("glBindBufferARB");
4266 curVBO = e->data.buffer_object;
4269 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4270 e->format->gl_vtx_format,
4271 e->format->gl_vtx_type,
4272 e->stride,
4273 e->data.addr + state->load_base_vertex_index * e->stride);
4274 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4275 e->data.addr + state->load_base_vertex_index * e->stride));
4277 checkGLcall("glWeightPointerARB");
4279 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4281 static BOOL warned;
4282 if (!warned)
4284 FIXME("blendMatrixIndices support\n");
4285 warned = TRUE;
4288 } else {
4289 /* TODO: support blends in drawStridedSlow
4290 * No need to write a FIXME here, this is done after the general vertex decl decoding
4292 WARN("unsupported blending in openGl\n");
4295 else
4297 if (gl_info->supported[ARB_VERTEX_BLEND])
4299 static const GLbyte one = 1;
4300 GL_EXTCALL(glWeightbvARB(1, &one));
4301 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4305 /* Point Size ----------------------------------------------*/
4306 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4308 /* no such functionality in the fixed function GL pipeline */
4309 TRACE("Cannot change ptSize here in openGl\n");
4310 /* TODO: Implement this function in using shaders if they are available */
4313 /* Vertex Pointers -----------------------------------------*/
4314 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4316 e = &si->elements[WINED3D_FFP_POSITION];
4318 if (curVBO != e->data.buffer_object)
4320 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4321 checkGLcall("glBindBufferARB");
4322 curVBO = e->data.buffer_object;
4325 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4326 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4327 e->data.addr + state->load_base_vertex_index * e->stride);
4328 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4329 e->data.addr + state->load_base_vertex_index * e->stride);
4330 checkGLcall("glVertexPointer(...)");
4331 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
4332 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4335 /* Normals -------------------------------------------------*/
4336 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4338 e = &si->elements[WINED3D_FFP_NORMAL];
4340 if (curVBO != e->data.buffer_object)
4342 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4343 checkGLcall("glBindBufferARB");
4344 curVBO = e->data.buffer_object;
4347 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4348 e->data.addr + state->load_base_vertex_index * e->stride);
4349 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
4350 e->data.addr + state->load_base_vertex_index * e->stride);
4351 checkGLcall("glNormalPointer(...)");
4352 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
4353 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4356 else
4358 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
4359 checkGLcall("glNormal3f(0, 0, 0)");
4362 /* Diffuse Colour --------------------------------------------*/
4363 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4365 e = &si->elements[WINED3D_FFP_DIFFUSE];
4367 if (curVBO != e->data.buffer_object)
4369 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4370 checkGLcall("glBindBufferARB");
4371 curVBO = e->data.buffer_object;
4374 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4375 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4376 e->data.addr + state->load_base_vertex_index * e->stride);
4377 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4378 e->data.addr + state->load_base_vertex_index * e->stride);
4379 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4380 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
4381 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4384 else
4386 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4387 checkGLcall("glColor4f(1, 1, 1, 1)");
4390 /* Specular Colour ------------------------------------------*/
4391 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4393 TRACE("setting specular colour\n");
4395 e = &si->elements[WINED3D_FFP_SPECULAR];
4397 if (gl_info->supported[EXT_SECONDARY_COLOR])
4399 GLenum type = e->format->gl_vtx_type;
4400 GLint format = e->format->gl_vtx_format;
4402 if (curVBO != e->data.buffer_object)
4404 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4405 checkGLcall("glBindBufferARB");
4406 curVBO = e->data.buffer_object;
4409 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4411 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4412 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4413 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4414 * 4 component secondary colors use it
4416 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4417 e->data.addr + state->load_base_vertex_index * e->stride);
4418 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4419 e->data.addr + state->load_base_vertex_index * e->stride));
4420 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4422 else
4424 switch(type)
4426 case GL_UNSIGNED_BYTE:
4427 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4428 e->data.addr + state->load_base_vertex_index * e->stride);
4429 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4430 e->data.addr + state->load_base_vertex_index * e->stride));
4431 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4432 break;
4434 default:
4435 FIXME("Add 4 component specular color pointers for type %x\n", type);
4436 /* Make sure that the right color component is dropped */
4437 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4438 e->data.addr + state->load_base_vertex_index * e->stride);
4439 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4440 e->data.addr + state->load_base_vertex_index * e->stride));
4441 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4444 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4445 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4447 else
4449 WARN("Specular colour is not supported in this GL implementation.\n");
4452 else
4454 if (gl_info->supported[EXT_SECONDARY_COLOR])
4456 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4457 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4459 else
4461 WARN("Specular colour is not supported in this GL implementation.\n");
4465 /* Texture coords -------------------------------------------*/
4466 load_tex_coords(context, si, &curVBO, state);
4469 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4471 BOOL load_numbered = use_vs(state) && !context->use_immediate_mode_draw;
4472 BOOL load_named = !use_vs(state) && !context->use_immediate_mode_draw;
4474 if (isStateDirty(context, STATE_VDECL)) return;
4475 if (context->numberedArraysLoaded && !load_numbered)
4477 unload_numbered_arrays(context);
4478 context->numberedArraysLoaded = FALSE;
4479 context->numbered_array_mask = 0;
4481 else if (context->namedArraysLoaded)
4483 unload_vertex_data(context->gl_info);
4484 context->namedArraysLoaded = FALSE;
4487 if (load_numbered)
4489 TRACE("Loading numbered arrays\n");
4490 load_numbered_arrays(context, &context->stream_info, state);
4491 context->numberedArraysLoaded = TRUE;
4493 else if (load_named)
4495 TRACE("Loading vertex data\n");
4496 load_vertex_data(context, &context->stream_info, state);
4497 context->namedArraysLoaded = TRUE;
4501 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4503 if (isStateDirty(context, STATE_STREAMSRC))
4504 return;
4505 streamsrc(context, state, STATE_STREAMSRC);
4508 void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4510 const struct wined3d_gl_info *gl_info = context->gl_info;
4511 BOOL useVertexShaderFunction = use_vs(state);
4512 BOOL updateFog = FALSE;
4513 BOOL transformed;
4514 BOOL wasrhw = context->last_was_rhw;
4515 unsigned int i;
4517 transformed = context->stream_info.position_transformed;
4518 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4519 updateFog = TRUE;
4521 context->last_was_rhw = transformed;
4523 /* Don't have to apply the matrices when vertex shaders are used. When
4524 * vshaders are turned off this function will be called again anyway to
4525 * make sure they're properly set. */
4526 if (!useVertexShaderFunction)
4528 /* TODO: Move this mainly to the viewport state and only apply when
4529 * the vp has changed or transformed / untransformed was switched. */
4530 if (wasrhw != context->last_was_rhw
4531 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4532 && !isStateDirty(context, STATE_VIEWPORT))
4533 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4534 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4535 * mode.
4537 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4538 * this check will fail and the matrix not applied again. This is OK because a simple
4539 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4540 * needs of the vertex declaration.
4542 * World and view matrix go into the same gl matrix, so only apply them when neither is
4543 * dirty
4545 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4546 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4547 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4548 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4549 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4550 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4551 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4553 if (context->last_was_vshader)
4555 updateFog = TRUE;
4557 if (!context->d3d_info->vs_clipping
4558 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4560 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4563 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4565 clipplane(context, state, STATE_CLIPPLANE(i));
4568 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4569 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4571 else
4573 if(!context->last_was_vshader) {
4574 static BOOL warned = FALSE;
4575 if (!context->d3d_info->vs_clipping)
4577 /* Disable all clip planes to get defined results on all drivers. See comment in the
4578 * state_clipping state handler
4580 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4582 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0 + i);
4583 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4586 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4588 FIXME("Clipping not supported with vertex shaders\n");
4589 warned = TRUE;
4592 if (wasrhw)
4594 /* Apply the transform matrices when switching from rhw
4595 * drawing to vertex shaders. Vertex shaders themselves do
4596 * not need it, but the matrices are not reapplied
4597 * automatically when switching back from vertex shaders to
4598 * fixed function processing. So make sure we leave the fixed
4599 * function vertex processing states back in a sane state
4600 * before switching to shaders. */
4601 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4602 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4603 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4604 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4606 updateFog = TRUE;
4608 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4609 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4610 * device->vs_clipping is false.
4612 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4614 clipplane(context, state, STATE_CLIPPLANE(i));
4619 context->last_was_vshader = useVertexShaderFunction;
4620 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
4622 if (updateFog)
4623 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4625 if (!useVertexShaderFunction)
4627 unsigned int i;
4629 for (i = 0; i < MAX_TEXTURES; ++i)
4631 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4632 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4635 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4636 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4637 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
4640 if (transformed != wasrhw && !isStateDirty(context, STATE_RENDER(WINED3D_RS_ZENABLE)))
4641 state_zenable(context, state, STATE_RENDER(WINED3D_RS_ZENABLE));
4644 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4646 const struct wined3d_surface *target = state->fb->render_targets[0];
4647 const struct wined3d_gl_info *gl_info = context->gl_info;
4648 struct wined3d_viewport vp = state->viewport;
4650 if (vp.width > target->resource.width)
4651 vp.width = target->resource.width;
4652 if (vp.height > target->resource.height)
4653 vp.height = target->resource.height;
4655 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4656 checkGLcall("glDepthRange");
4657 /* Note: GL requires lower left, DirectX supplies upper left. This is
4658 * reversed when using offscreen rendering. */
4659 if (context->render_offscreen)
4661 gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
4663 else
4665 UINT width, height;
4667 target->get_drawable_size(context, &width, &height);
4668 gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
4669 vp.width, vp.height);
4671 checkGLcall("glViewport");
4674 void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4676 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4677 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4678 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4679 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4680 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4681 /* Update the position fixup. */
4682 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
4685 void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4687 const struct wined3d_gl_info *gl_info = context->gl_info;
4688 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4689 const struct wined3d_light_info *lightInfo = state->lights[Index];
4691 if (!lightInfo)
4693 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4694 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4696 else
4698 float quad_att;
4699 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4701 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4702 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4703 gl_info->gl_ops.gl.p_glPushMatrix();
4704 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
4706 /* Diffuse: */
4707 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4708 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4709 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4710 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4711 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4712 checkGLcall("glLightfv");
4714 /* Specular */
4715 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4716 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4717 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4718 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4719 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4720 checkGLcall("glLightfv");
4722 /* Ambient */
4723 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4724 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4725 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4726 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4727 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4728 checkGLcall("glLightfv");
4730 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4731 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4732 else
4733 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4735 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4736 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4737 * Attenuation0 to NaN and crashes in the gl lib
4740 switch (lightInfo->OriginalParms.type)
4742 case WINED3D_LIGHT_POINT:
4743 /* Position */
4744 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4745 checkGLcall("glLightfv");
4746 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4747 checkGLcall("glLightf");
4748 /* Attenuation - Are these right? guessing... */
4749 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4750 lightInfo->OriginalParms.attenuation0);
4751 checkGLcall("glLightf");
4752 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4753 lightInfo->OriginalParms.attenuation1);
4754 checkGLcall("glLightf");
4755 if (quad_att < lightInfo->OriginalParms.attenuation2)
4756 quad_att = lightInfo->OriginalParms.attenuation2;
4757 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4758 checkGLcall("glLightf");
4759 /* FIXME: Range */
4760 break;
4762 case WINED3D_LIGHT_SPOT:
4763 /* Position */
4764 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4765 checkGLcall("glLightfv");
4766 /* Direction */
4767 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4768 checkGLcall("glLightfv");
4769 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4770 checkGLcall("glLightf");
4771 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4772 checkGLcall("glLightf");
4773 /* Attenuation - Are these right? guessing... */
4774 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4775 lightInfo->OriginalParms.attenuation0);
4776 checkGLcall("glLightf");
4777 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4778 lightInfo->OriginalParms.attenuation1);
4779 checkGLcall("glLightf");
4780 if (quad_att < lightInfo->OriginalParms.attenuation2)
4781 quad_att = lightInfo->OriginalParms.attenuation2;
4782 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4783 checkGLcall("glLightf");
4784 /* FIXME: Range */
4785 break;
4787 case WINED3D_LIGHT_DIRECTIONAL:
4788 /* Direction */
4789 /* Note GL uses w position of 0 for direction! */
4790 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4791 checkGLcall("glLightfv");
4792 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4793 checkGLcall("glLightf");
4794 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4795 checkGLcall("glLightf");
4796 break;
4798 default:
4799 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4802 /* Restore the modelview matrix */
4803 gl_info->gl_ops.gl.p_glPopMatrix();
4805 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4806 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4810 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4812 const struct wined3d_gl_info *gl_info = context->gl_info;
4813 const RECT *r = &state->scissor_rect;
4815 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4816 * so our viewport correction does not apply. Warning2: Even in windowed
4817 * mode the coords are relative to the window, not the screen. */
4818 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4820 if (context->render_offscreen)
4822 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4824 else
4826 const struct wined3d_surface *target = state->fb->render_targets[0];
4827 UINT height;
4828 UINT width;
4830 target->get_drawable_size(context, &width, &height);
4831 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4833 checkGLcall("glScissor");
4836 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4838 const struct wined3d_stream_info *stream_info = &context->stream_info;
4839 const struct wined3d_gl_info *gl_info = context->gl_info;
4841 if (!state->index_buffer || !stream_info->all_vbo)
4843 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4845 else
4847 struct wined3d_buffer *ib = state->index_buffer;
4848 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4852 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4854 const struct wined3d_gl_info *gl_info = context->gl_info;
4856 if (context->render_offscreen)
4858 gl_info->gl_ops.gl.p_glFrontFace(GL_CCW);
4859 checkGLcall("glFrontFace(GL_CCW)");
4861 else
4863 gl_info->gl_ops.gl.p_glFrontFace(GL_CW);
4864 checkGLcall("glFrontFace(GL_CW)");
4868 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4870 static BOOL warned;
4872 if (!warned)
4874 WARN("Point sprite coordinate origin switching not supported.\n");
4875 warned = TRUE;
4879 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4881 const struct wined3d_gl_info *gl_info = context->gl_info;
4882 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4884 if (gl_info->supported[NV_POINT_SPRITE])
4886 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4887 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4891 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4893 const struct wined3d_gl_info *gl_info = context->gl_info;
4894 const struct wined3d_surface *rt = state->fb->render_targets[0];
4896 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4898 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
4899 && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
4900 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4901 else
4902 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4905 const struct StateEntryTemplate misc_state_template[] = {
4906 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4907 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4909 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4911 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4912 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4913 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4915 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4916 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4917 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4918 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4919 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4920 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4921 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4923 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4924 * vshader loadings are untied from each other
4926 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4935 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4937 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4938 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4939 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4940 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4941 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4942 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4943 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4945 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4946 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4947 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4948 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4949 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4950 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4951 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4952 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4953 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4955 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4957 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4959 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4960 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4961 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4963 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4965 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4967 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4968 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4969 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4971 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4973 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4976 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4977 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5014 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5036 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5037 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5038 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5042 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5043 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5044 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5045 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5046 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5048 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5049 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5050 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5052 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5056 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5057 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5058 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5059 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5061 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5062 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5063 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5064 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5065 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5066 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5068 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5069 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5070 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5071 /* Samplers */
5072 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5073 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5074 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5075 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5076 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5077 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5078 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5079 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5080 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5081 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5082 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5083 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5084 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5085 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5086 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5087 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5088 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5089 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5090 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5091 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5092 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5093 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5094 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5095 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5096 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_geometry_shader}, WINED3D_GL_EXT_NONE },
5097 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5100 const struct StateEntryTemplate vp_ffp_states[] =
5102 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5103 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5105 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5106 /* Clip planes */
5107 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5108 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5109 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5110 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5111 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5112 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5113 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5114 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5115 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5116 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5117 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5118 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5119 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5120 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5121 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5122 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5123 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5124 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5125 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5126 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5127 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5128 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5129 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5130 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5131 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5132 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5133 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5134 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5135 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5136 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5137 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5138 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5139 /* Lights */
5140 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5141 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5142 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5143 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5144 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5145 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5146 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5147 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5148 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5149 /* Viewport */
5150 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5151 /* Transform states follow */
5152 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5419 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5420 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5421 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5422 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5423 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5424 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5425 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5426 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5430 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5431 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5434 /* Fog */
5435 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5436 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5437 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5438 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5439 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5440 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5441 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5442 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5443 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5444 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5445 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5446 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5447 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5448 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5449 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5450 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5451 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5452 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5453 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5454 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5455 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5456 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5457 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5458 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5459 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5460 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5462 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5463 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5464 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5465 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5466 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5468 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5469 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5470 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5472 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5473 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5474 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5475 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5476 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5477 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5478 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5479 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5480 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5481 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5482 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5483 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5484 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5485 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5486 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5487 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5488 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5489 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5490 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5491 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5492 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5493 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5494 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5495 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5496 { STATE_POINT_SIZE_ENABLE, { STATE_POINT_SIZE_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5497 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5500 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5501 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5548 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5549 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5550 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5551 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5552 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5553 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5554 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5555 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5556 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5557 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5558 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5559 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5560 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5561 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5562 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5563 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5564 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5565 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5566 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5567 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5568 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5569 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5570 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5571 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5572 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5573 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5574 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5575 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5576 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5577 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5578 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5579 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5580 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5581 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5582 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5583 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5584 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5585 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5586 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5587 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5588 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5589 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5590 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5591 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5592 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5593 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5594 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5595 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5596 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5597 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5598 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5599 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5602 /* Context activation is done by the caller. */
5603 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5605 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5607 return shader_priv;
5610 static void ffp_free(struct wined3d_device *device) {}
5612 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5614 caps->xyzrhw = FALSE;
5615 caps->max_active_lights = gl_info->limits.lights;
5616 caps->max_vertex_blend_matrices = gl_info->limits.blends;
5617 caps->max_vertex_blend_matrix_index = 0;
5618 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5619 | WINED3DVTXPCAPS_MATERIALSOURCE7
5620 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5621 | WINED3DVTXPCAPS_LOCALVIEWER
5622 | WINED3DVTXPCAPS_VERTEXFOG
5623 | WINED3DVTXPCAPS_TEXGEN
5624 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5625 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5626 caps->max_user_clip_planes = gl_info->limits.clipplanes;
5627 caps->raster_caps = 0;
5628 if (gl_info->supported[NV_FOG_DISTANCE])
5629 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5632 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5634 ffp_enable,
5635 vp_ffp_get_caps,
5636 ffp_alloc,
5637 ffp_free,
5638 vp_ffp_states,
5641 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5643 caps->wined3d_caps = 0;
5644 caps->PrimitiveMiscCaps = 0;
5645 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5646 | WINED3DTEXOPCAPS_ADDSIGNED
5647 | WINED3DTEXOPCAPS_ADDSIGNED2X
5648 | WINED3DTEXOPCAPS_MODULATE
5649 | WINED3DTEXOPCAPS_MODULATE2X
5650 | WINED3DTEXOPCAPS_MODULATE4X
5651 | WINED3DTEXOPCAPS_SELECTARG1
5652 | WINED3DTEXOPCAPS_SELECTARG2
5653 | WINED3DTEXOPCAPS_DISABLE;
5655 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5656 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5657 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5659 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5660 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5661 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5662 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5663 | WINED3DTEXOPCAPS_LERP
5664 | WINED3DTEXOPCAPS_SUBTRACT;
5666 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5667 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5669 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5670 | WINED3DTEXOPCAPS_MULTIPLYADD
5671 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5672 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5673 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5675 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5676 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5678 caps->MaxTextureBlendStages = gl_info->limits.textures;
5679 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5682 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5684 if (TRACE_ON(d3d))
5686 TRACE("Checking support for fixup:\n");
5687 dump_color_fixup_desc(fixup);
5690 /* We only support identity conversions. */
5691 if (is_identity_fixup(fixup))
5693 TRACE("[OK]\n");
5694 return TRUE;
5697 TRACE("[FAILED]\n");
5698 return FALSE;
5701 const struct fragment_pipeline ffp_fragment_pipeline = {
5702 ffp_enable,
5703 ffp_fragment_get_caps,
5704 ffp_alloc,
5705 ffp_free,
5706 ffp_color_fixup_supported,
5707 ffp_fragmentstate_template,
5710 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5712 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5714 return shader_priv;
5717 static void none_free(struct wined3d_device *device) {}
5719 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5721 memset(caps, 0, sizeof(*caps));
5724 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5726 none_enable,
5727 vp_none_get_caps,
5728 none_alloc,
5729 none_free,
5730 NULL,
5733 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5735 memset(caps, 0, sizeof(*caps));
5738 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5740 return is_identity_fixup(fixup);
5743 const struct fragment_pipeline none_fragment_pipe =
5745 none_enable,
5746 fp_none_get_caps,
5747 none_alloc,
5748 none_free,
5749 fp_none_color_fixup_supported,
5750 NULL,
5753 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5755 unsigned int i;
5756 for(i = 0; funcs[i]; i++);
5757 return i;
5760 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5762 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5763 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5766 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5768 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5769 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5770 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5773 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5774 const struct wined3d_d3d_info *d3d_info)
5776 unsigned int start, last, i;
5778 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5779 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5780 for (i = start; i <= last; ++i)
5782 state_table[i].representative = 0;
5783 state_table[i].apply = state_undefined;
5786 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5787 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5788 for (i = start; i <= last; ++i)
5790 state_table[i].representative = 0;
5791 state_table[i].apply = state_undefined;
5794 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info->limits.blends));
5795 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5796 for (i = start; i <= last; ++i)
5798 state_table[i].representative = 0;
5799 state_table[i].apply = state_undefined;
5803 static void validate_state_table(struct StateEntry *state_table)
5805 static const struct
5807 DWORD first;
5808 DWORD last;
5810 rs_holes[] =
5812 { 1, 1},
5813 { 3, 3},
5814 { 17, 18},
5815 { 21, 21},
5816 { 42, 45},
5817 { 47, 47},
5818 { 61, 127},
5819 {149, 150},
5820 {169, 169},
5821 {177, 177},
5822 {196, 197},
5823 { 0, 0},
5825 static const DWORD simple_states[] =
5827 STATE_MATERIAL,
5828 STATE_VDECL,
5829 STATE_STREAMSRC,
5830 STATE_INDEXBUFFER,
5831 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5832 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5833 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5834 STATE_VIEWPORT,
5835 STATE_LIGHT_TYPE,
5836 STATE_SCISSORRECT,
5837 STATE_FRONTFACE,
5838 STATE_POINTSPRITECOORDORIGIN,
5839 STATE_BASEVERTEXINDEX,
5840 STATE_FRAMEBUFFER,
5841 STATE_POINT_SIZE_ENABLE,
5843 unsigned int i, current;
5845 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5847 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5849 if (!state_table[i].representative)
5850 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5852 else if (state_table[i].representative)
5853 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5855 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5858 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5860 if (!state_table[simple_states[i]].representative)
5861 ERR("State %s (%#x) should have a representative.\n",
5862 debug_d3dstate(simple_states[i]), simple_states[i]);
5865 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5867 DWORD rep = state_table[i].representative;
5868 if (rep)
5870 if (state_table[rep].representative != rep)
5872 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5873 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5874 state_table[i].representative = 0;
5877 if (rep != i)
5879 if (state_table[i].apply)
5880 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5882 else if (!state_table[i].apply)
5884 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5890 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5891 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
5892 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
5893 const struct StateEntryTemplate *misc)
5895 unsigned int i, type, handlers;
5896 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5897 const struct StateEntryTemplate *cur;
5898 BOOL set[STATE_HIGHEST + 1];
5900 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5902 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5903 StateTable[i].representative = 0;
5904 StateTable[i].apply = state_undefined;
5907 for(type = 0; type < 3; type++) {
5908 /* This switch decides the order in which the states are applied */
5909 switch(type) {
5910 case 0: cur = misc; break;
5911 case 1: cur = fragment->states; break;
5912 case 2: cur = vertex->vp_states; break;
5913 default: cur = NULL; /* Stupid compiler */
5915 if(!cur) continue;
5917 /* GL extension filtering should not prevent multiple handlers being applied from different
5918 * pipeline parts
5920 memset(set, 0, sizeof(set));
5922 for(i = 0; cur[i].state; i++) {
5923 APPLYSTATEFUNC *funcs_array;
5925 /* Only use the first matching state with the available extension from one template.
5926 * e.g.
5927 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5928 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5930 * if GL_XYZ_fancy is supported, ignore the 2nd line
5932 if(set[cur[i].state]) continue;
5933 /* Skip state lines depending on unsupported extensions */
5934 if (!gl_info->supported[cur[i].extension]) continue;
5935 set[cur[i].state] = TRUE;
5936 /* In some cases having an extension means that nothing has to be
5937 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5938 * supported, the texture coordinate fixup can be ignored. If the
5939 * apply function is used, mark the state set(done above) to prevent
5940 * applying later lines, but do not record anything in the state
5941 * table
5943 if (!cur[i].content.representative) continue;
5945 handlers = num_handlers(multistate_funcs[cur[i].state]);
5946 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5947 switch(handlers) {
5948 case 0:
5949 StateTable[cur[i].state].apply = cur[i].content.apply;
5950 break;
5951 case 1:
5952 StateTable[cur[i].state].apply = multistate_apply_2;
5953 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5955 sizeof(**dev_multistate_funcs) * 2);
5956 if (!dev_multistate_funcs[cur[i].state]) {
5957 goto out_of_mem;
5960 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5961 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5962 break;
5963 case 2:
5964 StateTable[cur[i].state].apply = multistate_apply_3;
5965 funcs_array = HeapReAlloc(GetProcessHeap(),
5967 dev_multistate_funcs[cur[i].state],
5968 sizeof(**dev_multistate_funcs) * 3);
5969 if (!funcs_array) {
5970 goto out_of_mem;
5973 dev_multistate_funcs[cur[i].state] = funcs_array;
5974 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5975 break;
5976 default:
5977 ERR("Unexpected amount of state handlers for state %u: %u\n",
5978 cur[i].state, handlers + 1);
5981 if (StateTable[cur[i].state].representative
5982 && StateTable[cur[i].state].representative != cur[i].content.representative)
5984 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5985 debug_d3dstate(cur[i].state), cur[i].state);
5987 StateTable[cur[i].state].representative = cur[i].content.representative;
5991 prune_invalid_states(StateTable, gl_info, d3d_info);
5992 validate_state_table(StateTable);
5994 return WINED3D_OK;
5996 out_of_mem:
5997 for (i = 0; i <= STATE_HIGHEST; ++i) {
5998 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
6001 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
6003 return E_OUTOFMEMORY;