2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader
);
41 /* Context activation for state handler is done by the caller. */
43 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
45 ERR("Undefined state.\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
;
60 case WINED3D_FILL_POINT
:
61 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
64 case WINED3D_FILL_WIREFRAME
:
65 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
68 case WINED3D_FILL_SOLID
:
69 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
73 FIXME("Unrecognized fill mode %#x.\n", mode
);
77 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
79 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
81 /* Lighting is not enabled if transformed vertices are drawn, but lighting
82 * does not affect the stream sources, so it is not grouped for
83 * performance reasons. This state reads the decoded vertex declaration,
84 * so if it is dirty don't do anything. The vertex declaration applying
85 * function calls this function for updating. */
86 if (isStateDirty(context
, STATE_VDECL
))
89 if (state
->render_states
[WINED3D_RS_LIGHTING
]
90 && !context
->stream_info
.position_transformed
)
92 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
93 checkGLcall("glEnable GL_LIGHTING");
97 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
98 checkGLcall("glDisable GL_LIGHTING");
102 static void state_zenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
104 enum wined3d_depth_buffer_type zenable
= state
->render_states
[WINED3D_RS_ZENABLE
];
105 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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
;
117 case WINED3D_ZB_FALSE
:
118 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
119 checkGLcall("glDisable GL_DEPTH_TEST");
121 case WINED3D_ZB_TRUE
:
122 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
123 checkGLcall("glEnable GL_DEPTH_TEST");
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");
131 FIXME("Unrecognized depth buffer type %#x.\n", zenable
);
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)");
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");
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)");
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)");
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)");
192 case WINED3D_SHADE_GOURAUD
:
193 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
194 checkGLcall("glShadeModel(GL_SMOOTH)");
196 case WINED3D_SHADE_PHONG
:
197 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
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");
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)");
232 gl_info
->gl_ops
.gl
.p_glDepthMask(0);
233 checkGLcall("glDepthMask(0)");
237 static GLenum
gl_compare_func(enum wined3d_cmp_func f
)
241 case WINED3D_CMP_NEVER
:
243 case WINED3D_CMP_LESS
:
245 case WINED3D_CMP_EQUAL
:
247 case WINED3D_CMP_LESSEQUAL
:
249 case WINED3D_CMP_GREATER
:
251 case WINED3D_CMP_NOTEQUAL
:
253 case WINED3D_CMP_GREATEREQUAL
:
255 case WINED3D_CMP_ALWAYS
:
258 FIXME("Unrecognized compare function %#x.\n", f
);
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
;
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
)
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
:
302 case WINED3D_BLEND_OP_MAX
:
305 FIXME("Unhandled blend op %#x.\n", op
);
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");
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");
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
)
344 case WINED3D_BLEND_ZERO
:
346 case WINED3D_BLEND_ONE
:
348 case WINED3D_BLEND_SRCCOLOR
:
350 case WINED3D_BLEND_INVSRCCOLOR
:
351 return GL_ONE_MINUS_SRC_COLOR
;
352 case WINED3D_BLEND_SRCALPHA
:
354 case WINED3D_BLEND_INVSRCALPHA
:
355 return GL_ONE_MINUS_SRC_ALPHA
;
356 case WINED3D_BLEND_DESTCOLOR
:
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
;
377 FIXME("Unhandled blend factor %#x.\n", factor
);
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");
407 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
408 checkGLcall("glEnable GL_BLEND");
413 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
414 checkGLcall("glDisable GL_BLEND");
415 /* Nothing more to do - get out */
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
;
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");
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");
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
;
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");
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
;
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
;
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
)
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");
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
568 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
570 glParm
= GL_NOTEQUAL
;
575 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
576 glParm
= gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
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
)
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");
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
];
626 disable
= 0xffffffff;
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
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
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
);
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
);
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()");
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
);
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
;
761 /* Note the texture color applies to all textures whereas
762 * GL_TEXTURE_ENV_COLOR applies to active only. */
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
)
797 case WINED3D_STENCIL_OP_KEEP
:
799 case WINED3D_STENCIL_OP_ZERO
:
801 case WINED3D_STENCIL_OP_REPLACE
:
803 case WINED3D_STENCIL_OP_INCR_SAT
:
805 case WINED3D_STENCIL_OP_DECR_SAT
:
807 case WINED3D_STENCIL_OP_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
;
814 FIXME("Unrecognized stencil op %#x.\n", op
);
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
;
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");
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
])))
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
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, ...)");
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(...)");
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
])
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)");
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
;
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)");
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
;
1024 switch(context
->fog_source
) {
1030 case FOGSOURCE_COORD
:
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
;
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");
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");
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
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
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
)
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
;
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
;
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
;
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
;
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)");
1187 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1188 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1189 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
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)");
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)");
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)");
1212 case WINED3D_FOG_NONE
: /* Won't happen */
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
;
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
;
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
;
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
)) {
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
;
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
)
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
)
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
)
1320 /* Nothing changed, return. */
1321 if (Parm
== context
->tracking_parm
) return;
1325 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1326 checkGLcall("glDisable GL_COLOR_MATERIAL");
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");
1347 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1348 checkGLcall("glMaterialfv");
1352 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1353 checkGLcall("glMaterialfv");
1357 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1358 checkGLcall("glMaterialfv");
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");
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");
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
;
1386 struct wined3d_line_pattern lp
;
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);");
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
))
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);");
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
)
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
;
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 */
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
;
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 */
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
};
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
;
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)");
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");
1663 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
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
)
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");
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)");
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)");
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)");
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
;
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");
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
);
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");
1812 gl_info
->gl_ops
.gl
.p_glPolygonOffset(scale_bias
.f
, const_bias
.f
* scale
);
1813 checkGLcall("glPolygonOffset(...)");
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)");
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
)
1879 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
1881 static BOOL displayed
= FALSE
;
1883 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
1885 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
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
)
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(...)");
1937 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1938 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
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 */
2049 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
2050 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
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
;
2072 FIXME("Unrecognized texture arg %#x\n", arg
);
2073 *source
= GL_TEXTURE
;
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
;
2085 GLenum src0_target
, src1_target
, src2_target
;
2086 GLenum opr0_target
, opr1_target
, opr2_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. */
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
;
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
);
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
])
2154 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2155 src3_target
= GL_SOURCE3_ALPHA_NV
;
2156 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2159 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2160 src3_target
= GL_SOURCE3_RGB_NV
;
2161 opr3_target
= GL_OPERAND3_RGB_NV
;
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
2622 } /* GL_NV_texture_env_combine4 */
2624 Handled
= TRUE
; /* Again, assume handled */
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
2756 FIXME("This version of opengl does not support GL_SUBTRACT\n");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
3081 BOOL combineOK
= TRUE
;
3082 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3087 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3089 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3091 /* Note: If COMBINE4 in effect can't go back to combine! */
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 */
3104 case WINED3D_TOP_SELECT_ARG1
:
3105 case WINED3D_TOP_SELECT_ARG2
:
3110 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
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");
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");
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)");
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");
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
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
3247 * What to do with multitexturing? So far no app has been found that uses color keying with
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
]);
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
];
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");
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
])
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. */
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
);
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
);
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
);
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
);
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.");
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.");
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");
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.");
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");
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.");
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.");
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.");
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
3598 if (sampler
< MAX_TEXTURES
)
3600 const BOOL texIsPow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3602 if (texIsPow2
|| (context
->lastWasPow2Texture
& (1 << sampler
)))
3605 context
->lastWasPow2Texture
|= 1 << sampler
;
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
;
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
);
3636 if (mapped_stage
>= gl_info
->limits
.combined_samplers
)
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
;
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
)
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
;
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. */
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()");
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);
3772 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.clipplanes
)
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 */
3780 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
].u
.m
[0][0]);
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
;
3805 TRACE("Setting world matrix %d\n", matrix
);
3807 if (matrix
>= gl_info
->limits
.blends
)
3809 WARN("Unsupported blend matrix set\n");
3813 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3816 /* GL_MODELVIEW0_ARB: 0x1700
3817 * GL_MODELVIEW1_ARB: 0x850a
3818 * GL_MODELVIEW2_ARB: 0x8722
3819 * GL_MODELVIEW3_ARB: 0x8723
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
)
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
;
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
)
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
;
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
);
3887 case WINED3D_VBF_DISABLE
:
3888 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_BLEND_ARB
);
3889 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
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
;
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
]))
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 */
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
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
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,
3993 x_offset
, y_offset
, -1.0, 1.0,
3996 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
3997 checkGLcall("glLoadMatrixd");
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
[] =
4009 0.0, y_scale
, 0.0, 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) */
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;
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
));
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
);
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
);
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
));
4151 case WINED3DFMT_R32G32_FLOAT
:
4152 GL_EXTCALL(glVertexAttrib2fvARB(i
, (const GLfloat
*)ptr
));
4154 case WINED3DFMT_R32G32B32_FLOAT
:
4155 GL_EXTCALL(glVertexAttrib3fvARB(i
, (const GLfloat
*)ptr
));
4157 case WINED3DFMT_R32G32B32A32_FLOAT
:
4158 GL_EXTCALL(glVertexAttrib4fvARB(i
, (const GLfloat
*)ptr
));
4161 case WINED3DFMT_R8G8B8A8_UINT
:
4162 GL_EXTCALL(glVertexAttrib4NubvARB(i
, ptr
));
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
));
4174 /* else fallthrough */
4175 case WINED3DFMT_R8G8B8A8_UNORM
:
4176 GL_EXTCALL(glVertexAttrib4NubvARB(i
, ptr
));
4179 case WINED3DFMT_R16G16_SINT
:
4180 GL_EXTCALL(glVertexAttrib4svARB(i
, (const GLshort
*)ptr
));
4182 case WINED3DFMT_R16G16B16A16_SINT
:
4183 GL_EXTCALL(glVertexAttrib4svARB(i
, (const GLshort
*)ptr
));
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
));
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
));
4198 case WINED3DFMT_R16G16B16A16_SNORM
:
4199 GL_EXTCALL(glVertexAttrib4NsvARB(i
, (const GLshort
*)ptr
));
4201 case WINED3DFMT_R16G16B16A16_UNORM
:
4202 GL_EXTCALL(glVertexAttrib4NusvARB(i
, (const GLushort
*)ptr
));
4205 case WINED3DFMT_R10G10B10A2_UINT
:
4206 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4207 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4209 case WINED3DFMT_R10G10B10A2_SNORM
:
4210 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4211 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
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");
4220 case WINED3DFMT_R16G16B16A16_FLOAT
:
4221 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4225 ERR("Unexpected declaration in stride 0 attributes\n");
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
,
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
))
4284 FIXME("blendMatrixIndices support\n");
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");
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)");
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)");
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, ...)");
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, ...)");
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)");
4449 WARN("Specular colour is not supported in this GL implementation.\n");
4454 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4456 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
4457 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
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
;
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
))
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
;
4514 BOOL wasrhw
= context
->last_was_rhw
;
4517 transformed
= context
->stream_info
.position_transformed
;
4518 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
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
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
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
)
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
));
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");
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)));
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
;
4623 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
4625 if (!useVertexShaderFunction
)
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
);
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
];
4693 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4694 checkGLcall("glDisable(GL_LIGHT0 + Index)");
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]);
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");
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");
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
);
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
:
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");
4762 case WINED3D_LIGHT_SPOT
:
4764 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->lightPosn
[0]);
4765 checkGLcall("glLightfv");
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");
4787 case WINED3D_LIGHT_DIRECTIONAL
:
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");
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
);
4826 const struct wined3d_surface
*target
= state
->fb
->render_targets
[0];
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));
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)");
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
)
4874 WARN("Point sprite coordinate origin switching not supported.\n");
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
);
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
},
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
},
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
},
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
},
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
},
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
)
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
=
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
)
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
))
5697 TRACE("[FAILED]\n");
5701 const struct fragment_pipeline ffp_fragment_pipeline
= {
5703 ffp_fragment_get_caps
,
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
)
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
=
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
=
5749 fp_none_color_fixup_supported
,
5753 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5756 for(i
= 0; funcs
[i
]; 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
)
5825 static const DWORD simple_states
[] =
5831 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5832 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5833 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5838 STATE_POINTSPRITECOORDORIGIN
,
5839 STATE_BASEVERTEXINDEX
,
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
;
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;
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 */
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 */
5917 /* GL extension filtering should not prevent multiple handlers being applied from different
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.
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
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
;
5949 StateTable
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
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
]) {
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];
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);
5973 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
5974 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
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
);
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
;