wined3d: Remove BO users from the list when invalidating them.
[wine.git] / dlls / wined3d / state.c
blob502c59c1c52bb66132c2c76e9cb5d56dc498cd07
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include <stdio.h>
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 ULONG CDECL wined3d_blend_state_incref(struct wined3d_blend_state *state)
36 unsigned int refcount = InterlockedIncrement(&state->refcount);
38 TRACE("%p increasing refcount to %u.\n", state, refcount);
40 return refcount;
43 static void wined3d_blend_state_destroy_object(void *object)
45 TRACE("object %p.\n", object);
47 heap_free(object);
50 ULONG CDECL wined3d_blend_state_decref(struct wined3d_blend_state *state)
52 unsigned int refcount = wined3d_atomic_decrement_mutex_lock(&state->refcount);
53 struct wined3d_device *device = state->device;
55 TRACE("%p decreasing refcount to %u.\n", state, refcount);
57 if (!refcount)
59 state->parent_ops->wined3d_object_destroyed(state->parent);
60 wined3d_cs_destroy_object(device->cs, wined3d_blend_state_destroy_object, state);
61 wined3d_mutex_unlock();
64 return refcount;
67 void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *state)
69 TRACE("state %p.\n", state);
71 return state->parent;
74 static BOOL is_dual_source(enum wined3d_blend state)
76 return state >= WINED3D_BLEND_SRC1COLOR && state <= WINED3D_BLEND_INVSRC1ALPHA;
79 HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device,
80 const struct wined3d_blend_state_desc *desc, void *parent,
81 const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state)
83 struct wined3d_blend_state *object;
85 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
86 device, desc, parent, parent_ops, state);
88 if (!(object = heap_alloc_zero(sizeof(*object))))
89 return E_OUTOFMEMORY;
91 object->refcount = 1;
92 object->desc = *desc;
93 object->parent = parent;
94 object->parent_ops = parent_ops;
95 object->device = device;
97 object->dual_source = desc->rt[0].enable
98 && (is_dual_source(desc->rt[0].src)
99 || is_dual_source(desc->rt[0].dst)
100 || is_dual_source(desc->rt[0].src_alpha)
101 || is_dual_source(desc->rt[0].dst_alpha));
103 TRACE("Created blend state %p.\n", object);
104 *state = object;
106 return WINED3D_OK;
109 ULONG CDECL wined3d_depth_stencil_state_incref(struct wined3d_depth_stencil_state *state)
111 unsigned int refcount = InterlockedIncrement(&state->refcount);
113 TRACE("%p increasing refcount to %u.\n", state, refcount);
115 return refcount;
118 static void wined3d_depth_stencil_state_destroy_object(void *object)
120 TRACE("object %p.\n", object);
122 heap_free(object);
125 ULONG CDECL wined3d_depth_stencil_state_decref(struct wined3d_depth_stencil_state *state)
127 unsigned int refcount = wined3d_atomic_decrement_mutex_lock(&state->refcount);
128 struct wined3d_device *device = state->device;
130 TRACE("%p decreasing refcount to %u.\n", state, refcount);
132 if (!refcount)
134 state->parent_ops->wined3d_object_destroyed(state->parent);
135 wined3d_cs_destroy_object(device->cs, wined3d_depth_stencil_state_destroy_object, state);
136 wined3d_mutex_unlock();
139 return refcount;
142 void * CDECL wined3d_depth_stencil_state_get_parent(const struct wined3d_depth_stencil_state *state)
144 TRACE("state %p.\n", state);
146 return state->parent;
149 static bool stencil_op_writes_ds(const struct wined3d_stencil_op_desc *desc)
151 return desc->fail_op != WINED3D_STENCIL_OP_KEEP
152 || desc->depth_fail_op != WINED3D_STENCIL_OP_KEEP
153 || desc->pass_op != WINED3D_STENCIL_OP_KEEP;
156 static bool depth_stencil_state_desc_writes_ds(const struct wined3d_depth_stencil_state_desc *desc)
158 if (desc->depth && desc->depth_write)
159 return true;
161 if (desc->stencil && desc->stencil_write_mask)
163 if (stencil_op_writes_ds(&desc->front) || stencil_op_writes_ds(&desc->back))
164 return true;
167 return false;
170 HRESULT CDECL wined3d_depth_stencil_state_create(struct wined3d_device *device,
171 const struct wined3d_depth_stencil_state_desc *desc, void *parent,
172 const struct wined3d_parent_ops *parent_ops, struct wined3d_depth_stencil_state **state)
174 struct wined3d_depth_stencil_state *object;
176 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
177 device, desc, parent, parent_ops, state);
179 if (!(object = heap_alloc_zero(sizeof(*object))))
180 return E_OUTOFMEMORY;
182 object->refcount = 1;
183 object->desc = *desc;
184 object->parent = parent;
185 object->parent_ops = parent_ops;
186 object->device = device;
188 object->writes_ds = depth_stencil_state_desc_writes_ds(desc);
190 TRACE("Created depth/stencil state %p.\n", object);
191 *state = object;
193 return WINED3D_OK;
196 ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state)
198 unsigned int refcount = InterlockedIncrement(&state->refcount);
200 TRACE("%p increasing refcount to %u.\n", state, refcount);
202 return refcount;
205 static void wined3d_rasterizer_state_destroy_object(void *object)
207 TRACE("object %p.\n", object);
209 heap_free(object);
212 ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
214 unsigned int refcount = wined3d_atomic_decrement_mutex_lock(&state->refcount);
215 struct wined3d_device *device = state->device;
217 TRACE("%p decreasing refcount to %u.\n", state, refcount);
219 if (!refcount)
221 state->parent_ops->wined3d_object_destroyed(state->parent);
222 wined3d_cs_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
223 wined3d_mutex_unlock();
226 return refcount;
229 void * CDECL wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state *state)
231 TRACE("rasterizer_state %p.\n", state);
233 return state->parent;
236 HRESULT CDECL wined3d_rasterizer_state_create(struct wined3d_device *device,
237 const struct wined3d_rasterizer_state_desc *desc, void *parent,
238 const struct wined3d_parent_ops *parent_ops, struct wined3d_rasterizer_state **state)
240 struct wined3d_rasterizer_state *object;
242 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
243 device, desc, parent, parent_ops, state);
245 if (!(object = heap_alloc_zero(sizeof(*object))))
246 return E_OUTOFMEMORY;
248 object->refcount = 1;
249 object->desc = *desc;
250 object->parent = parent;
251 object->parent_ops = parent_ops;
252 object->device = device;
254 TRACE("Created rasterizer state %p.\n", object);
255 *state = object;
257 return WINED3D_OK;
260 /* Context activation for state handler is done by the caller. */
262 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
264 ERR("Undefined state %s (%#lx).\n", debug_d3dstate(state_id), state_id);
267 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
269 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
272 static void fillmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
274 enum wined3d_fill_mode mode = r ? r->desc.fill_mode : WINED3D_FILL_SOLID;
276 switch (mode)
278 case WINED3D_FILL_POINT:
279 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
280 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
281 break;
282 case WINED3D_FILL_WIREFRAME:
283 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
284 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
285 break;
286 case WINED3D_FILL_SOLID:
287 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
288 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
289 break;
290 default:
291 FIXME("Unrecognized fill mode %#x.\n", mode);
295 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
297 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
299 /* Lighting is not enabled if transformed vertices are drawn, but lighting
300 * does not affect the stream sources, so it is not grouped for
301 * performance reasons. */
303 if (state->render_states[WINED3D_RS_LIGHTING]
304 && !context->stream_info.position_transformed)
306 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
307 checkGLcall("glEnable GL_LIGHTING");
309 else
311 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
312 checkGLcall("glDisable GL_LIGHTING");
316 static void cullmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
318 enum wined3d_cull mode = r ? r->desc.cull_mode : WINED3D_CULL_BACK;
320 /* glFrontFace() is set in context.c at context init and on an
321 * offscreen / onscreen rendering switch. */
322 switch (mode)
324 case WINED3D_CULL_NONE:
325 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
326 checkGLcall("glDisable GL_CULL_FACE");
327 break;
328 case WINED3D_CULL_FRONT:
329 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
330 checkGLcall("glEnable GL_CULL_FACE");
331 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
332 checkGLcall("glCullFace(GL_FRONT)");
333 break;
334 case WINED3D_CULL_BACK:
335 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
336 checkGLcall("glEnable GL_CULL_FACE");
337 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
338 checkGLcall("glCullFace(GL_BACK)");
339 break;
340 default:
341 FIXME("Unrecognized cull mode %#x.\n", mode);
345 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
347 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
349 switch (state->render_states[WINED3D_RS_SHADEMODE])
351 case WINED3D_SHADE_FLAT:
352 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
353 checkGLcall("glShadeModel(GL_FLAT)");
354 break;
355 case WINED3D_SHADE_GOURAUD:
356 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
357 * in D3D. */
358 case WINED3D_SHADE_PHONG:
359 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
360 checkGLcall("glShadeModel(GL_SMOOTH)");
361 break;
362 default:
363 FIXME("Unrecognized shade mode %#x.\n",
364 state->render_states[WINED3D_RS_SHADEMODE]);
368 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
370 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
372 if (state->render_states[WINED3D_RS_DITHERENABLE])
374 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
375 checkGLcall("glEnable GL_DITHER");
377 else
379 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
380 checkGLcall("glDisable GL_DITHER");
384 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
386 switch (f)
388 case WINED3D_CMP_NEVER:
389 return GL_NEVER;
390 case WINED3D_CMP_LESS:
391 return GL_LESS;
392 case WINED3D_CMP_EQUAL:
393 return GL_EQUAL;
394 case WINED3D_CMP_LESSEQUAL:
395 return GL_LEQUAL;
396 case WINED3D_CMP_GREATER:
397 return GL_GREATER;
398 case WINED3D_CMP_NOTEQUAL:
399 return GL_NOTEQUAL;
400 case WINED3D_CMP_GREATEREQUAL:
401 return GL_GEQUAL;
402 case WINED3D_CMP_ALWAYS:
403 return GL_ALWAYS;
404 default:
405 if (!f)
406 WARN("Unrecognized compare function %#x.\n", f);
407 else
408 FIXME("Unrecognized compare function %#x.\n", f);
409 return GL_NONE;
413 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
415 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
416 struct wined3d_color color;
418 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
419 TRACE("Setting ambient to %s.\n", debug_color(&color));
420 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
421 checkGLcall("glLightModel for MODEL_AMBIENT");
424 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
426 switch (op)
428 case WINED3D_BLEND_OP_ADD:
429 return GL_FUNC_ADD;
430 case WINED3D_BLEND_OP_SUBTRACT:
431 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
432 case WINED3D_BLEND_OP_REVSUBTRACT:
433 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
434 case WINED3D_BLEND_OP_MIN:
435 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
436 case WINED3D_BLEND_OP_MAX:
437 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
438 default:
439 if (!op)
440 WARN("Unhandled blend op %#x.\n", op);
441 else
442 FIXME("Unhandled blend op %#x.\n", op);
443 return GL_FUNC_ADD;
447 static void blendop(const struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
449 const struct wined3d_blend_state *b = state->blend_state;
450 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
451 GLenum blend_equation = GL_FUNC_ADD_EXT;
453 if (!gl_info->supported[WINED3D_GL_BLEND_EQUATION])
455 WARN("Unsupported in local OpenGL implementation: glBlendEquation.\n");
456 return;
459 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
460 if (b->desc.rt[0].op_alpha && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
462 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
463 return;
466 blend_equation = gl_blend_op(gl_info, b->desc.rt[0].op);
467 blend_equation_alpha = gl_blend_op(gl_info, b->desc.rt[0].op_alpha);
468 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
470 if (b->desc.rt[0].op != b->desc.rt[0].op_alpha)
472 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
473 checkGLcall("glBlendEquationSeparate");
475 else
477 GL_EXTCALL(glBlendEquation(blend_equation));
478 checkGLcall("glBlendEquation");
482 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
484 switch (factor)
486 case WINED3D_BLEND_ZERO:
487 return GL_ZERO;
488 case WINED3D_BLEND_ONE:
489 return GL_ONE;
490 case WINED3D_BLEND_SRCCOLOR:
491 return GL_SRC_COLOR;
492 case WINED3D_BLEND_INVSRCCOLOR:
493 return GL_ONE_MINUS_SRC_COLOR;
494 case WINED3D_BLEND_SRCALPHA:
495 return GL_SRC_ALPHA;
496 case WINED3D_BLEND_INVSRCALPHA:
497 return GL_ONE_MINUS_SRC_ALPHA;
498 case WINED3D_BLEND_DESTCOLOR:
499 return GL_DST_COLOR;
500 case WINED3D_BLEND_INVDESTCOLOR:
501 return GL_ONE_MINUS_DST_COLOR;
502 /* To compensate for the lack of format switching with backbuffer
503 * offscreen rendering, and with onscreen rendering, we modify the
504 * alpha test parameters for (INV)DESTALPHA if the render target
505 * doesn't support alpha blending. A nonexistent alpha channel
506 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
507 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
508 case WINED3D_BLEND_DESTALPHA:
509 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
510 case WINED3D_BLEND_INVDESTALPHA:
511 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
512 case WINED3D_BLEND_SRCALPHASAT:
513 return GL_SRC_ALPHA_SATURATE;
514 case WINED3D_BLEND_BLENDFACTOR:
515 return GL_CONSTANT_COLOR_EXT;
516 case WINED3D_BLEND_INVBLENDFACTOR:
517 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
518 case WINED3D_BLEND_SRC1COLOR:
519 return GL_SRC1_COLOR;
520 case WINED3D_BLEND_INVSRC1COLOR:
521 return GL_ONE_MINUS_SRC1_COLOR;
522 case WINED3D_BLEND_SRC1ALPHA:
523 return GL_SRC1_ALPHA;
524 case WINED3D_BLEND_INVSRC1ALPHA:
525 return GL_ONE_MINUS_SRC1_ALPHA;
526 default:
527 if (!factor)
528 WARN("Unhandled blend factor %#x.\n", factor);
529 else
530 FIXME("Unhandled blend factor %#x.\n", factor);
531 return GL_NONE;
535 static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend,
536 enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend,
537 const struct wined3d_format *rt_format)
539 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
540 * source blending values which are still valid up to d3d9. They should
541 * not occur as dest blend values. */
542 if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA)
544 *src_blend = GL_SRC_ALPHA;
545 *dst_blend = GL_ONE_MINUS_SRC_ALPHA;
547 else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
549 *src_blend = GL_ONE_MINUS_SRC_ALPHA;
550 *dst_blend = GL_SRC_ALPHA;
552 else
554 *src_blend = gl_blend_factor(d3d_src_blend, rt_format);
555 *dst_blend = gl_blend_factor(d3d_dst_blend, rt_format);
559 static void state_blend_factor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
561 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
564 static void state_blend_factor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
566 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
567 const struct wined3d_color *factor = &state->blend_factor;
569 TRACE("Setting blend factor to %s.\n", debug_color(factor));
571 GL_EXTCALL(glBlendColor(factor->r, factor->g, factor->b, factor->a));
572 checkGLcall("glBlendColor");
575 static BOOL is_blend_enabled(struct wined3d_context *context, const struct wined3d_state *state, UINT index)
577 const struct wined3d_blend_state *b = state->blend_state;
579 if (!state->fb.render_targets[index])
580 return FALSE;
582 if (!b->desc.rt[index].enable)
583 return FALSE;
585 /* Disable blending in all cases even without pixel shaders.
586 * With blending on we could face a big performance penalty.
587 * The d3d9 visual test confirms the behavior. */
588 if (context->render_offscreen
589 && !(state->fb.render_targets[index]->format_caps & WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING))
590 return FALSE;
592 return TRUE;
595 static void blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
597 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
598 const struct wined3d_blend_state *b = state->blend_state;
599 const struct wined3d_format *rt_format;
600 GLenum src_blend, dst_blend;
601 unsigned int mask;
603 if (gl_info->supported[ARB_MULTISAMPLE])
605 if (b && b->desc.alpha_to_coverage)
606 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
607 else
608 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
609 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
612 if (b && b->desc.independent)
613 WARN("Independent blend is not supported by this GL implementation.\n");
615 mask = b ? b->desc.rt[0].writemask : 0xf;
617 gl_info->gl_ops.gl.p_glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
618 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
619 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
620 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
621 checkGLcall("glColorMask");
623 if (!b || !is_blend_enabled(context, state, 0))
625 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
626 checkGLcall("glDisable GL_BLEND");
627 return;
630 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
631 checkGLcall("glEnable GL_BLEND");
633 rt_format = state->fb.render_targets[0]->format;
635 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[0].src, b->desc.rt[0].dst, rt_format);
637 blendop(state, gl_info);
639 if (b->desc.rt[0].src != b->desc.rt[0].src_alpha || b->desc.rt[0].dst != b->desc.rt[0].dst_alpha)
641 GLenum src_blend_alpha, dst_blend_alpha;
643 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
644 if (!gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
646 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
647 return;
650 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, b->desc.rt[0].src_alpha, b->desc.rt[0].dst_alpha, rt_format);
652 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
653 checkGLcall("glBlendFuncSeparate");
655 else
657 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend);
658 gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend);
659 checkGLcall("glBlendFunc");
662 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
663 * updating. */
664 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
665 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
668 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
670 GL_EXTCALL(glColorMaski(index,
671 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
672 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
673 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
674 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
675 checkGLcall("glColorMaski");
678 static void blend_db2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
680 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
681 GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
682 const struct wined3d_blend_state *b = state->blend_state;
683 const struct wined3d_format *rt_format;
684 BOOL dual_source = b && b->dual_source;
685 unsigned int i;
687 if (b && b->desc.alpha_to_coverage)
688 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
689 else
690 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
691 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
693 if (context->last_was_dual_source_blend != dual_source)
695 /* Dual source blending changes the location of the output varyings. */
696 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
697 context->last_was_dual_source_blend = dual_source;
700 if (!b || !b->desc.independent)
702 blend(context, state, state_id);
703 return;
706 rt_format = state->fb.render_targets[0]->format;
707 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[0].src, b->desc.rt[0].dst, rt_format);
708 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, b->desc.rt[0].src_alpha, b->desc.rt[0].dst_alpha, rt_format);
710 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
711 checkGLcall("glBlendFuncSeparate");
713 GL_EXTCALL(glBlendEquationSeparate(gl_blend_op(gl_info, b->desc.rt[0].op),
714 gl_blend_op(gl_info, b->desc.rt[0].op_alpha)));
715 checkGLcall("glBlendEquationSeparate");
717 for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
719 set_color_mask(gl_info, i, b->desc.rt[i].writemask);
721 if (!is_blend_enabled(context, state, i))
723 GL_EXTCALL(glDisablei(GL_BLEND, i));
724 checkGLcall("glDisablei GL_BLEND");
725 continue;
728 GL_EXTCALL(glEnablei(GL_BLEND, i));
729 checkGLcall("glEnablei GL_BLEND");
731 if (b->desc.rt[i].src != b->desc.rt[0].src
732 || b->desc.rt[i].dst != b->desc.rt[0].dst
733 || b->desc.rt[i].op != b->desc.rt[0].op
734 || b->desc.rt[i].src_alpha != b->desc.rt[0].src_alpha
735 || b->desc.rt[i].dst_alpha != b->desc.rt[0].dst_alpha
736 || b->desc.rt[i].op_alpha != b->desc.rt[0].op_alpha)
737 WARN("Independent blend equations and blend functions are not supported by this GL implementation.\n");
740 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
741 * updating. */
742 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
743 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
746 static void blend_dbb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
748 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
749 const struct wined3d_blend_state *b = state->blend_state;
750 BOOL dual_source = b && b->dual_source;
751 unsigned int i;
753 if (b && b->desc.alpha_to_coverage)
754 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
755 else
756 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
757 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
759 if (context->last_was_dual_source_blend != dual_source)
761 /* Dual source blending changes the location of the output varyings. */
762 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
763 context->last_was_dual_source_blend = dual_source;
766 if (!b || !b->desc.independent)
768 blend(context, state, state_id);
769 return;
772 for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
774 GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
775 const struct wined3d_format *rt_format;
777 set_color_mask(gl_info, i, b->desc.rt[i].writemask);
779 if (!is_blend_enabled(context, state, i))
781 GL_EXTCALL(glDisablei(GL_BLEND, i));
782 checkGLcall("glDisablei GL_BLEND");
783 continue;
786 GL_EXTCALL(glEnablei(GL_BLEND, i));
787 checkGLcall("glEnablei GL_BLEND");
789 rt_format = state->fb.render_targets[i]->format;
790 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[i].src, b->desc.rt[i].dst, rt_format);
791 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha,
792 b->desc.rt[i].src_alpha, b->desc.rt[i].dst_alpha, rt_format);
794 GL_EXTCALL(glBlendFuncSeparatei(i, src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
795 checkGLcall("glBlendFuncSeparatei");
797 GL_EXTCALL(glBlendEquationSeparatei(i, gl_blend_op(gl_info, b->desc.rt[i].op),
798 gl_blend_op(gl_info, b->desc.rt[i].op_alpha)));
799 checkGLcall("glBlendEquationSeparatei");
802 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
803 * updating. */
804 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
805 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
808 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
810 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
811 int glParm = 0;
812 float ref;
813 BOOL enable_ckey = FALSE;
815 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
817 /* Find out if the texture on the first stage has a ckey set. The alpha
818 * state func reads the texture settings, even though alpha and texture
819 * are not grouped together. This is to avoid making a huge alpha +
820 * texture + texture stage + ckey block due to the hardly used
821 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
822 * function will call alpha in case it finds some texture + colorkeyenable
823 * combination which needs extra care. */
824 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
825 enable_ckey = TRUE;
827 if (enable_ckey || context->last_was_ckey)
828 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
829 context->last_was_ckey = enable_ckey;
831 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
832 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
834 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
835 checkGLcall("glEnable GL_ALPHA_TEST");
837 else
839 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
840 checkGLcall("glDisable GL_ALPHA_TEST");
841 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
842 * enable call
844 return;
847 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
849 glParm = GL_NOTEQUAL;
850 ref = 0.0f;
852 else
854 ref = wined3d_alpha_ref(state);
855 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
857 if (glParm)
859 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
860 checkGLcall("glAlphaFunc");
864 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
866 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
867 uint32_t enable_mask;
869 if (use_vs(state) && !context->d3d_info->vs_clipping)
871 static BOOL warned;
873 /* The OpenGL spec says that clipping planes are disabled when using
874 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
875 * driver keeps clipping planes activated with shaders in some
876 * conditions I got sick of tracking down. The shader state handler
877 * disables all clip planes because of that - don't do anything here
878 * and keep them disabled. */
879 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
880 FIXME("Clipping not supported with vertex shaders.\n");
881 return;
884 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
885 * The enabled / disabled planes are hardcoded into the shader. Update the
886 * shader to update the enabled clipplanes. In case of fixed function, we
887 * need to update the clipping field from ffp_vertex_settings. */
888 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
890 /* If enabling / disabling all
891 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
893 enable_mask = state->render_states[WINED3D_RS_CLIPPING] ?
894 state->render_states[WINED3D_RS_CLIPPLANEENABLE] : 0;
895 wined3d_context_gl_enable_clip_distances(context_gl, enable_mask);
898 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
900 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
902 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
903 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
904 * specular color. This is wrong:
905 * Separate specular color means the specular colour is maintained separately, whereas
906 * single color means it is merged in. However in both cases they are being used to
907 * some extent.
908 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
909 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
910 * running 1.4 yet!
913 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
914 * Instead, we need to setup the FinalCombiner properly.
916 * The default setup for the FinalCombiner is:
918 * <variable> <input> <mapping> <usage>
919 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
920 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
921 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
922 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
923 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
924 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
925 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
927 * That's pretty much fine as it is, except for variable B, which needs to take
928 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
929 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
932 TRACE("Setting specular enable state and materials\n");
933 if (state->render_states[WINED3D_RS_SPECULARENABLE])
935 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
936 checkGLcall("glMaterialfv");
938 if (state->material.power > gl_info->limits.shininess)
940 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
941 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
942 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
943 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
944 * them, it should be safe to do so without major visual distortions.
946 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
947 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
949 else
951 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
953 checkGLcall("glMaterialf(GL_SHININESS)");
955 if (gl_info->supported[EXT_SECONDARY_COLOR])
956 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
957 else
958 TRACE("Specular colors cannot be enabled in this version of opengl\n");
959 checkGLcall("glEnable(GL_COLOR_SUM)");
961 if (gl_info->supported[NV_REGISTER_COMBINERS])
963 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
964 checkGLcall("glFinalCombinerInputNV()");
966 } else {
967 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
969 /* for the case of enabled lighting: */
970 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
971 checkGLcall("glMaterialfv");
973 /* for the case of disabled lighting: */
974 if (gl_info->supported[EXT_SECONDARY_COLOR])
975 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
976 else
977 TRACE("Specular colors cannot be disabled in this version of opengl\n");
978 checkGLcall("glDisable(GL_COLOR_SUM)");
980 if (gl_info->supported[NV_REGISTER_COMBINERS])
982 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
983 checkGLcall("glFinalCombinerInputNV()");
987 TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
988 TRACE("ambient %s\n", debug_color(&state->material.ambient));
989 TRACE("specular %s\n", debug_color(&state->material.specular));
990 TRACE("emissive %s\n", debug_color(&state->material.emissive));
992 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
993 checkGLcall("glMaterialfv(GL_AMBIENT)");
994 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
995 checkGLcall("glMaterialfv(GL_DIFFUSE)");
996 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
997 checkGLcall("glMaterialfv(GL_EMISSION)");
1000 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1002 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1003 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1004 struct wined3d_color color;
1005 unsigned int i;
1007 /* Note the texture color applies to all textures whereas
1008 * GL_TEXTURE_ENV_COLOR applies to active only. */
1009 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
1011 /* And now the default texture color as well */
1012 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
1014 /* Note the WINED3D_RS value applies to all textures, but GL has one
1015 * per texture, so apply it now ready to be used! */
1016 wined3d_context_gl_active_texture(context_gl, gl_info, i);
1018 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
1019 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
1023 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
1024 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
1026 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1028 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1029 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1030 GL_EXTCALL(glActiveStencilFaceEXT(face));
1031 checkGLcall("glActiveStencilFaceEXT(...)");
1032 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
1033 checkGLcall("glStencilFunc(...)");
1034 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
1035 checkGLcall("glStencilOp(...)");
1038 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
1040 switch (op)
1042 case WINED3D_STENCIL_OP_KEEP:
1043 return GL_KEEP;
1044 case WINED3D_STENCIL_OP_ZERO:
1045 return GL_ZERO;
1046 case WINED3D_STENCIL_OP_REPLACE:
1047 return GL_REPLACE;
1048 case WINED3D_STENCIL_OP_INCR_SAT:
1049 return GL_INCR;
1050 case WINED3D_STENCIL_OP_DECR_SAT:
1051 return GL_DECR;
1052 case WINED3D_STENCIL_OP_INVERT:
1053 return GL_INVERT;
1054 case WINED3D_STENCIL_OP_INCR:
1055 return GL_INCR_WRAP;
1056 case WINED3D_STENCIL_OP_DECR:
1057 return GL_DECR_WRAP;
1058 default:
1059 if (!op)
1060 WARN("Unrecognized stencil op %#x.\n", op);
1061 else
1062 FIXME("Unrecognized stencil op %#x.\n", op);
1063 return GL_KEEP;
1067 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state)
1069 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1070 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1071 GLint func;
1072 GLint func_back;
1073 GLint ref;
1074 GLuint mask;
1075 GLint stencilFail;
1076 GLint stencilFail_back;
1077 GLint stencilPass;
1078 GLint stencilPass_back;
1079 GLint depthFail;
1080 GLint depthFail_back;
1082 /* No stencil test without a stencil buffer. */
1083 if (!state->fb.depth_stencil || !d || !d->desc.stencil)
1085 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1086 checkGLcall("glDisable GL_STENCIL_TEST");
1087 return;
1090 if (!(func = wined3d_gl_compare_func(d->desc.front.func)))
1091 func = GL_ALWAYS;
1092 if (!(func_back = wined3d_gl_compare_func(d->desc.back.func)))
1093 func_back = GL_ALWAYS;
1094 mask = d->desc.stencil_read_mask;
1095 ref = state->stencil_ref & wined3d_mask_from_size(state->fb.depth_stencil->format->stencil_size);
1096 stencilFail = gl_stencil_op(d->desc.front.fail_op);
1097 depthFail = gl_stencil_op(d->desc.front.depth_fail_op);
1098 stencilPass = gl_stencil_op(d->desc.front.pass_op);
1099 stencilFail_back = gl_stencil_op(d->desc.back.fail_op);
1100 depthFail_back = gl_stencil_op(d->desc.back.depth_fail_op);
1101 stencilPass_back = gl_stencil_op(d->desc.back.pass_op);
1103 TRACE("(ref %x, mask %x, "
1104 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
1105 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
1106 ref, mask,
1107 func, stencilFail, depthFail, stencilPass,
1108 func_back, stencilFail_back, depthFail_back, stencilPass_back);
1110 if (memcmp(&d->desc.front, &d->desc.back, sizeof(d->desc.front)))
1112 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
1113 checkGLcall("glEnable GL_STENCIL_TEST");
1115 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
1117 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
1118 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
1119 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask));
1120 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
1121 checkGLcall("setting two sided stencil state");
1123 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
1125 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
1126 * which has an effect on the code below too. If we apply the front face
1127 * afterwards, we are sure that the active stencil face is set to front,
1128 * and other stencil functions which do not use two sided stencil do not have
1129 * to set it back
1131 renderstate_stencil_twosided(context, GL_BACK,
1132 func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back);
1133 renderstate_stencil_twosided(context, GL_FRONT,
1134 func, ref, mask, stencilFail, depthFail, stencilPass);
1136 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
1138 GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask));
1139 checkGLcall("glStencilFuncSeparateATI(...)");
1140 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
1141 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
1142 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
1143 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
1145 else
1147 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
1150 else
1152 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
1154 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1155 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1158 /* This code disables the ATI extension as well, since the standard stencil functions are equal
1159 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
1161 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
1162 checkGLcall("glEnable GL_STENCIL_TEST");
1163 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
1164 checkGLcall("glStencilFunc(...)");
1165 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
1166 checkGLcall("glStencilOp(...)");
1170 static void depth(struct wined3d_context *context, const struct wined3d_state *state)
1172 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1173 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1174 BOOL enable_depth = d ? d->desc.depth : TRUE;
1175 GLenum depth_func = GL_LESS;
1177 if (!state->fb.depth_stencil)
1179 TRACE("No depth/stencil buffer is attached; disabling depth test.\n");
1180 enable_depth = FALSE;
1183 if (enable_depth)
1185 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
1186 checkGLcall("glEnable GL_DEPTH_TEST");
1188 else
1190 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
1191 checkGLcall("glDisable GL_DEPTH_TEST");
1194 if (!d || d->desc.depth_write)
1196 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
1197 checkGLcall("glDepthMask(GL_TRUE)");
1199 else
1201 gl_info->gl_ops.gl.p_glDepthMask(GL_FALSE);
1202 checkGLcall("glDepthMask(GL_FALSE)");
1205 if (d)
1206 depth_func = wined3d_gl_compare_func(d->desc.depth_func);
1207 if (depth_func)
1209 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
1210 checkGLcall("glDepthFunc");
1213 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
1215 /* If min is larger than max, an INVALID_VALUE error is generated.
1216 * In d3d9, the test is not performed in this case. */
1217 if (state->depth_bounds_enable && state->depth_bounds_min <= state->depth_bounds_max)
1219 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1220 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1221 GL_EXTCALL(glDepthBoundsEXT(state->depth_bounds_min, state->depth_bounds_max));
1222 checkGLcall("glDepthBoundsEXT");
1224 else
1226 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1227 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1231 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
1232 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
1235 static void depth_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1237 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1238 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1239 GLuint stencil_write_mask = 0;
1241 depth(context, state);
1242 state_stencil(context, state);
1244 if (state->fb.depth_stencil)
1245 stencil_write_mask = d ? d->desc.stencil_write_mask : ~0u;
1247 gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
1248 checkGLcall("glStencilMask");
1251 static void depth_stencil_2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1253 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1254 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1255 GLuint stencil_write_mask = 0;
1257 depth(context, state);
1258 state_stencil(context, state);
1260 if (state->fb.depth_stencil)
1261 stencil_write_mask = d ? d->desc.stencil_write_mask : ~0u;
1263 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
1264 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1265 gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
1266 checkGLcall("glStencilMask");
1267 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
1268 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1269 gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
1272 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1274 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1276 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
1278 if (!state->render_states[WINED3D_RS_FOGENABLE])
1279 return;
1281 /* Table fog on: Never use fog coords, and use per-fragment fog */
1282 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
1284 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
1285 if (context->fog_coord)
1287 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1288 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1289 context->fog_coord = FALSE;
1292 /* Range fog is only used with per-vertex fog in d3d */
1293 if (gl_info->supported[NV_FOG_DISTANCE])
1295 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1296 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1298 return;
1301 /* Otherwise use per-vertex fog in any case */
1302 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
1304 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
1306 /* No fog at all, or transformed vertices: Use fog coord */
1307 if (!context->fog_coord)
1309 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1310 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1311 context->fog_coord = TRUE;
1314 else
1316 /* Otherwise, use the fragment depth */
1317 if (context->fog_coord)
1319 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1320 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1321 context->fog_coord = FALSE;
1324 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1326 if (gl_info->supported[NV_FOG_DISTANCE])
1328 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1329 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1331 else
1333 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1336 else if (gl_info->supported[NV_FOG_DISTANCE])
1338 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1339 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1344 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1346 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1347 float fogstart, fogend;
1349 get_fog_start_end(context, state, &fogstart, &fogend);
1351 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1352 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1353 TRACE("Fog Start == %f\n", fogstart);
1355 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1356 checkGLcall("glFogf(GL_FOG_END, fogend)");
1357 TRACE("Fog End == %f\n", fogend);
1360 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1362 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1363 enum fogsource new_source;
1364 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1365 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1367 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
1369 if (!state->render_states[WINED3D_RS_FOGENABLE])
1371 /* No fog? Disable it, and we're done :-) */
1372 gl_info->p_glDisableWINE(GL_FOG);
1373 checkGLcall("glDisable GL_FOG");
1374 return;
1377 /* Fog Rules:
1379 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1380 * It can use the Z value of the vertex, or the alpha component of the specular color.
1381 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1382 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1383 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1385 * FOGTABLEMODE != NONE:
1386 * The Z value is used, with the equation specified, no matter what vertex type.
1388 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1389 * Per vertex fog is calculated using the specified fog equation and the parameters
1391 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1392 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1393 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1396 * Rules for vertex fog with shaders:
1398 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1399 * the fog computation to happen during transformation while openGL expects it to happen
1400 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1401 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1402 * To solve this problem, WineD3D does:
1403 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1404 * shader,
1405 * and 2) disables the fog computation (in either the fixed function or programmable
1406 * rasterizer) if using a vertex program.
1408 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1409 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1410 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1411 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1412 * There are some GL differences between specular fog coords and vertex shaders though.
1414 * With table fog the vertex shader fog coordinate is ignored.
1416 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1417 * without shaders).
1420 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1421 * the system will apply only pixel(=table) fog effects."
1423 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1425 if (use_vs(state))
1427 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1428 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1429 new_source = FOGSOURCE_VS;
1431 else
1433 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1435 /* If processed vertices are used, fall through to the NONE case */
1436 case WINED3D_FOG_EXP:
1437 if (!context->last_was_rhw)
1439 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1440 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1441 new_source = FOGSOURCE_FFP;
1442 break;
1444 /* drop through */
1446 case WINED3D_FOG_EXP2:
1447 if (!context->last_was_rhw)
1449 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1450 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1451 new_source = FOGSOURCE_FFP;
1452 break;
1454 /* drop through */
1456 case WINED3D_FOG_LINEAR:
1457 if (!context->last_was_rhw)
1459 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1460 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1461 new_source = FOGSOURCE_FFP;
1462 break;
1464 /* drop through */
1466 case WINED3D_FOG_NONE:
1467 /* Both are none? According to msdn the alpha channel of
1468 * the specular colour contains a fog factor. Set it in
1469 * draw_primitive_immediate_mode(). Same happens with
1470 * vertex fog on transformed vertices. */
1471 new_source = FOGSOURCE_COORD;
1472 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1473 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1474 break;
1476 default:
1477 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1478 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1479 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1482 } else {
1483 new_source = FOGSOURCE_FFP;
1485 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1487 case WINED3D_FOG_EXP:
1488 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1489 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1490 break;
1492 case WINED3D_FOG_EXP2:
1493 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1494 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1495 break;
1497 case WINED3D_FOG_LINEAR:
1498 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1499 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1500 break;
1502 case WINED3D_FOG_NONE: /* Won't happen */
1503 default:
1504 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1505 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1509 gl_info->p_glEnableWINE(GL_FOG);
1510 checkGLcall("glEnable GL_FOG");
1511 if (new_source != context->fog_source || fogstart == fogend)
1513 context->fog_source = new_source;
1514 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1518 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1520 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1521 struct wined3d_color color;
1523 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1524 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
1525 checkGLcall("glFog GL_FOG_COLOR");
1528 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1530 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1531 union {
1532 DWORD d;
1533 float f;
1534 } tmpvalue;
1536 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1537 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1538 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1541 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1543 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1544 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1545 GLenum Parm = 0;
1547 context_gl->untracked_material_count = 0;
1548 if ((context_gl->c.stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1549 && state->render_states[WINED3D_RS_COLORVERTEX])
1551 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1552 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1553 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1554 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1555 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1557 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1559 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1560 Parm = GL_AMBIENT_AND_DIFFUSE;
1561 else
1562 Parm = GL_DIFFUSE;
1563 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1564 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
1565 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1566 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1568 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1570 Parm = GL_AMBIENT;
1571 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1572 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
1573 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1574 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1576 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1578 Parm = GL_EMISSION;
1579 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1580 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1582 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1584 Parm = GL_SPECULAR;
1588 /* Nothing changed, return. */
1589 if (Parm == context_gl->tracking_parm)
1590 return;
1592 if (!Parm)
1594 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1595 checkGLcall("glDisable GL_COLOR_MATERIAL");
1597 else
1599 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1600 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1601 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1602 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1605 /* Apparently calls to glMaterialfv are ignored for properties we're
1606 * tracking with glColorMaterial, so apply those here. */
1607 switch (context_gl->tracking_parm)
1609 case GL_AMBIENT_AND_DIFFUSE:
1610 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1611 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1612 checkGLcall("glMaterialfv");
1613 break;
1615 case GL_DIFFUSE:
1616 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1617 checkGLcall("glMaterialfv");
1618 break;
1620 case GL_AMBIENT:
1621 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1622 checkGLcall("glMaterialfv");
1623 break;
1625 case GL_EMISSION:
1626 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1627 checkGLcall("glMaterialfv");
1628 break;
1630 case GL_SPECULAR:
1631 /* Only change material color if specular is enabled, otherwise it is set to black */
1632 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1634 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1635 checkGLcall("glMaterialfv");
1637 else
1639 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1640 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1641 checkGLcall("glMaterialfv");
1643 break;
1646 context_gl->tracking_parm = Parm;
1649 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1651 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1652 union
1654 DWORD d;
1655 struct wined3d_line_pattern lp;
1656 } tmppattern;
1657 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1659 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1661 if (tmppattern.lp.repeat_factor)
1663 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1664 checkGLcall("glLineStipple(repeat, linepattern)");
1665 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1666 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1668 else
1670 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1671 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1675 static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1677 static unsigned int once;
1679 if (!once++)
1680 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1683 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1685 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1687 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1688 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1689 * by zero and is not properly defined in opengl, so avoid it
1691 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1692 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1694 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1695 checkGLcall("glEnable(GL_NORMALIZE);");
1697 else
1699 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1700 checkGLcall("glDisable(GL_NORMALIZE);");
1704 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1706 float min, max;
1708 get_pointsize_minmax(context, state, &min, &max);
1710 if (min != 1.0f)
1711 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1712 if (max != 64.0f)
1713 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1716 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1718 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1719 float min, max;
1721 get_pointsize_minmax(context, state, &min, &max);
1723 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1724 checkGLcall("glPointParameterfEXT(...)");
1725 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1726 checkGLcall("glPointParameterfEXT(...)");
1729 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1731 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1732 float min, max;
1734 get_pointsize_minmax(context, state, &min, &max);
1736 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1737 checkGLcall("glPointParameterfARB(...)");
1738 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1739 checkGLcall("glPointParameterfARB(...)");
1742 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1744 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1745 float att[3];
1746 float pointsize;
1748 get_pointsize(context, state, &pointsize, att);
1750 if (gl_info->supported[ARB_POINT_PARAMETERS])
1752 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1753 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1755 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1757 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1758 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1760 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1762 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1765 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1766 checkGLcall("glPointSize(...);");
1769 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1771 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1773 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1775 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1776 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1778 else
1780 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1781 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1785 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1787 static BOOL warned;
1789 /* TODO: NV_POINT_SPRITE */
1790 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1792 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1793 FIXME("Point sprites not supported\n");
1794 warned = TRUE;
1798 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1800 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1802 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1804 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1805 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1807 else
1809 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1810 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1814 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1816 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1817 WARN("Multisample antialiasing not supported by GL.\n");
1820 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1822 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1824 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1826 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1827 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1829 else
1831 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1832 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1836 static void line_antialias(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
1838 if (r && r->desc.line_antialias)
1840 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
1841 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1843 else
1845 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
1846 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1850 static void scissor(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
1852 if (r && r->desc.scissor)
1854 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1855 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1857 else
1859 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1860 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1864 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1865 * OpenGL the bias is specified in units of "the smallest value that is
1866 * guaranteed to produce a resolvable offset for a given implementation". To
1867 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1868 * We try to detect the value from GL with test draws. On most drivers (r300g,
1869 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1870 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1871 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1872 * not depend on the depth buffer precision on any driver.
1874 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1875 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1877 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1878 * doesn't need to be scaled to account for GL vs D3D differences. */
1879 static void depthbias(struct wined3d_context *context, const struct wined3d_state *state)
1881 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1882 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
1883 float scale_bias = r ? r->desc.scale_bias : 0.0f;
1884 union
1886 DWORD d;
1887 float f;
1888 } const_bias;
1890 const_bias.f = r ? r->desc.depth_bias : 0.0f;
1892 if (scale_bias || const_bias.f)
1894 const struct wined3d_rendertarget_view *depth = state->fb.depth_stencil;
1895 float factor, units, scale, clamp;
1897 clamp = r ? r->desc.depth_bias_clamp : 0.0f;
1899 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS)
1901 factor = units = -(float)const_bias.d;
1903 else
1905 if (depth)
1907 scale = depth->format->depth_bias_scale;
1909 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1910 debug_d3dformat(depth->format->id), scale);
1912 else
1914 /* The context manager will reapply this state on a depth stencil change */
1915 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1916 scale = 0.0f;
1919 factor = scale_bias;
1920 units = const_bias.f * scale;
1923 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1924 if (gl_info->supported[ARB_POLYGON_OFFSET_CLAMP])
1926 gl_info->gl_ops.ext.p_glPolygonOffsetClamp(factor, units, clamp);
1928 else
1930 if (clamp != 0.0f)
1931 WARN("Ignoring depth bias clamp %.8e.\n", clamp);
1932 gl_info->gl_ops.gl.p_glPolygonOffset(factor, units);
1935 else
1937 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1940 checkGLcall("depth bias");
1943 static void state_sample_mask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1945 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1946 unsigned int sample_mask = state->sample_mask;
1948 TRACE("Setting sample mask to %#x.\n", sample_mask);
1949 if (sample_mask != 0xffffffff)
1951 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_MASK);
1952 checkGLcall("glEnable GL_SAMPLE_MASK");
1953 GL_EXTCALL(glSampleMaski(0, sample_mask));
1954 checkGLcall("glSampleMaski");
1956 else
1958 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_MASK);
1959 checkGLcall("glDisable GL_SAMPLE_MASK");
1963 static void state_sample_mask_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1965 WARN("Unsupported in local OpenGL implementation: glSampleMaski.\n");
1968 static void get_src_and_opr(uint32_t arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1969 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1970 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1971 * flag specifies the complement of the input should be used. */
1972 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1973 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1975 /* Calculate the operand */
1976 if (complement) {
1977 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1978 else *operand = GL_ONE_MINUS_SRC_COLOR;
1979 } else {
1980 if (from_alpha) *operand = GL_SRC_ALPHA;
1981 else *operand = GL_SRC_COLOR;
1984 /* Calculate the source */
1985 switch (arg & WINED3DTA_SELECTMASK) {
1986 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1987 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1988 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1989 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1990 case WINED3DTA_SPECULAR:
1992 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1993 * 'Secondary color' and isn't supported until base GL supports it
1994 * There is no concept of temp registers as far as I can tell
1996 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1997 *source = GL_TEXTURE;
1998 break;
1999 default:
2000 FIXME("Unrecognized texture arg %#x\n", arg);
2001 *source = GL_TEXTURE;
2002 break;
2006 /* Setup the texture operations texture stage states */
2007 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2008 BOOL isAlpha, int Stage, enum wined3d_texture_op op, uint32_t arg1, uint32_t arg2, uint32_t arg3)
2010 GLenum src1, src2, src3;
2011 GLenum opr1, opr2, opr3;
2012 GLenum comb_target;
2013 GLenum src0_target, src1_target, src2_target;
2014 GLenum opr0_target, opr1_target, opr2_target;
2015 GLenum scal_target;
2016 GLenum opr=0, invopr, src3_target, opr3_target;
2017 BOOL Handled = FALSE;
2019 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2021 /* Operations usually involve two args, src0 and src1 and are operations
2022 * of the form (a1 <operation> a2). However, some of the more complex
2023 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2024 * Microsoft added in a third parameter called a0. Therefore these are
2025 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2026 * parameter goes to the front.
2028 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2029 * actual functions below, expect their syntax to differ slightly to those
2030 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2031 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2033 if (isAlpha)
2035 comb_target = GL_COMBINE_ALPHA;
2036 src0_target = GL_SOURCE0_ALPHA;
2037 src1_target = GL_SOURCE1_ALPHA;
2038 src2_target = GL_SOURCE2_ALPHA;
2039 opr0_target = GL_OPERAND0_ALPHA;
2040 opr1_target = GL_OPERAND1_ALPHA;
2041 opr2_target = GL_OPERAND2_ALPHA;
2042 scal_target = GL_ALPHA_SCALE;
2044 else
2046 comb_target = GL_COMBINE_RGB;
2047 src0_target = GL_SOURCE0_RGB;
2048 src1_target = GL_SOURCE1_RGB;
2049 src2_target = GL_SOURCE2_RGB;
2050 opr0_target = GL_OPERAND0_RGB;
2051 opr1_target = GL_OPERAND1_RGB;
2052 opr2_target = GL_OPERAND2_RGB;
2053 scal_target = GL_RGB_SCALE;
2056 /* If a texture stage references an invalid texture unit the stage just
2057 * passes through the result from the previous stage */
2058 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2060 arg1 = WINED3DTA_CURRENT;
2061 op = WINED3D_TOP_SELECT_ARG1;
2064 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2066 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2067 } else {
2068 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2070 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2071 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2073 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2075 Handled = TRUE; /* Assume will be handled */
2077 /* Other texture operations require special extensions: */
2078 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2080 if (isAlpha) {
2081 opr = GL_SRC_ALPHA;
2082 invopr = GL_ONE_MINUS_SRC_ALPHA;
2083 src3_target = GL_SOURCE3_ALPHA_NV;
2084 opr3_target = GL_OPERAND3_ALPHA_NV;
2085 } else {
2086 opr = GL_SRC_COLOR;
2087 invopr = GL_ONE_MINUS_SRC_COLOR;
2088 src3_target = GL_SOURCE3_RGB_NV;
2089 opr3_target = GL_OPERAND3_RGB_NV;
2091 switch (op)
2093 case WINED3D_TOP_DISABLE: /* Only for alpha */
2094 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2095 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2096 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2097 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2098 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2099 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2100 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2101 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2102 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2103 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2104 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2105 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2106 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2107 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2108 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2109 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2110 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2111 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2112 break;
2114 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2115 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2116 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2117 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2118 if (op == WINED3D_TOP_SELECT_ARG1)
2120 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2121 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2122 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2123 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2125 else
2127 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2128 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2129 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2130 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2132 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2133 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2134 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2135 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2136 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2137 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2138 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2139 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2140 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2141 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2142 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2143 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2144 break;
2146 case WINED3D_TOP_MODULATE:
2147 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2148 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2149 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2150 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2151 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2152 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2153 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2154 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2155 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2156 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2157 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2158 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2159 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2160 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2161 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2162 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2163 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2164 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2165 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2166 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2167 break;
2168 case WINED3D_TOP_MODULATE_2X:
2169 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2170 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2171 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2172 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2173 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2174 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2175 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2176 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2177 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2178 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2179 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2180 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2181 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2182 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2183 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2184 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2185 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2186 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2187 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2188 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2189 break;
2190 case WINED3D_TOP_MODULATE_4X:
2191 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2192 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2193 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2194 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2195 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2196 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2197 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2198 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2199 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2200 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2201 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2202 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2203 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2204 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2205 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2206 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2207 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2208 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2209 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2210 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2211 break;
2213 case WINED3D_TOP_ADD:
2214 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2215 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2216 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2217 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2218 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2219 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2220 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2221 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2222 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2223 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2224 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2225 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2226 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2227 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2228 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2229 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2230 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2231 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2232 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2233 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2234 break;
2236 case WINED3D_TOP_ADD_SIGNED:
2237 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2238 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2239 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2240 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2241 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2242 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2243 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2244 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2245 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2246 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2247 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2248 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2249 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2250 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2251 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2252 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2254 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2255 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2256 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2257 break;
2259 case WINED3D_TOP_ADD_SIGNED_2X:
2260 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2261 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2262 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2263 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2264 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2265 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2266 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2267 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2268 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2269 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2270 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2271 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2272 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2273 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2274 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2275 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2276 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2277 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2278 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2279 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2280 break;
2282 case WINED3D_TOP_ADD_SMOOTH:
2283 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2284 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2285 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2286 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2287 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2288 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2289 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2290 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2291 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2292 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2293 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2294 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2295 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2296 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2297 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2298 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2299 switch (opr1) {
2300 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2301 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2302 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2303 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2305 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2306 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2307 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2308 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2309 break;
2311 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2312 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2313 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2314 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2315 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2316 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2317 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2318 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2319 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2320 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2321 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2322 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2323 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2324 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2325 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2326 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2327 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2328 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2329 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2330 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2331 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2332 break;
2333 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2335 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2337 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2339 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2340 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2341 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2342 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2343 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2344 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2345 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2346 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2347 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2348 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2349 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2350 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2351 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2352 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2353 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2354 break;
2355 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2356 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2357 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2358 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2359 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2360 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2361 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2362 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2363 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2364 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2365 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2366 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2367 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2368 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2369 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2370 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2371 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2372 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2373 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2374 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2375 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2376 break;
2377 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2378 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2379 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2380 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2381 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2383 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2385 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2387 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2389 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2391 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2393 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2394 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2395 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2397 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2398 break;
2399 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2401 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2403 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2404 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2405 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2407 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2409 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2411 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2412 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2413 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2415 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2416 switch (opr) {
2417 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2418 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2420 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2421 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2423 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2424 break;
2425 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2426 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2427 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2429 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2431 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2433 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2435 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2437 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2438 switch (opr1) {
2439 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2440 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2442 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2443 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2445 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2446 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2447 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2449 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2450 break;
2451 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2453 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2455 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2456 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2457 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2458 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2459 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2460 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2461 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2463 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2464 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2465 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2466 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2467 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2468 switch (opr1) {
2469 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2470 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2471 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2472 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2474 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2475 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2476 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2477 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2478 break;
2479 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2480 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2481 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2482 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2483 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2484 switch (opr1) {
2485 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2486 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2487 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2488 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2490 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2491 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2492 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2493 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2494 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2495 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2496 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2497 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2498 switch (opr1) {
2499 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2500 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2502 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2503 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2504 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2505 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2506 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2507 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2508 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2509 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2510 break;
2511 case WINED3D_TOP_MULTIPLY_ADD:
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2513 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2515 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2516 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2517 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2519 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2521 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2523 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2525 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2526 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2527 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2528 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2529 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2530 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2531 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2532 break;
2534 case WINED3D_TOP_BUMPENVMAP:
2535 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2536 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2537 Handled = FALSE;
2538 break;
2540 default:
2541 Handled = FALSE;
2543 if (Handled)
2545 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2546 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2548 return;
2550 } /* GL_NV_texture_env_combine4 */
2552 Handled = TRUE; /* Again, assume handled */
2553 switch (op) {
2554 case WINED3D_TOP_DISABLE: /* Only for alpha */
2555 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2556 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2557 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2558 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2559 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2560 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2561 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2562 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2563 break;
2564 case WINED3D_TOP_SELECT_ARG1:
2565 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2566 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2567 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2568 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2569 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2570 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2571 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2572 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2573 break;
2574 case WINED3D_TOP_SELECT_ARG2:
2575 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2576 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2577 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2578 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2579 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2580 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2581 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2582 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2583 break;
2584 case WINED3D_TOP_MODULATE:
2585 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2586 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2587 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2588 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2589 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2590 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2591 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2592 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2593 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2594 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2595 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2596 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2597 break;
2598 case WINED3D_TOP_MODULATE_2X:
2599 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2600 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2601 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2602 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2603 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2604 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2605 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2606 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2607 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2608 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2609 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2610 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2611 break;
2612 case WINED3D_TOP_MODULATE_4X:
2613 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2614 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2615 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2616 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2617 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2618 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2619 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2620 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2621 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2622 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2623 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2624 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2625 break;
2626 case WINED3D_TOP_ADD:
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2628 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2630 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2631 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2632 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2634 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2635 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2636 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2638 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2639 break;
2640 case WINED3D_TOP_ADD_SIGNED:
2641 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2642 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2643 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2644 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2645 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2646 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2648 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2650 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2652 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2653 break;
2654 case WINED3D_TOP_ADD_SIGNED_2X:
2655 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2656 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2658 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2660 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2662 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2664 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2666 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2667 break;
2668 case WINED3D_TOP_SUBTRACT:
2669 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2672 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2673 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2674 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2676 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2677 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2678 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2679 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2680 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2682 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2683 } else {
2684 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2686 break;
2688 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2690 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2691 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2692 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2693 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2694 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2695 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2696 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2697 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2698 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2699 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2700 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2701 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2702 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2704 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2705 break;
2706 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2708 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2710 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2711 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2712 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2714 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2715 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2716 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2718 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2719 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2720 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2722 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2723 break;
2724 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2725 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2726 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2727 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2728 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2729 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2730 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2732 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2734 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2735 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2736 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2737 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2738 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2739 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2740 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2741 break;
2742 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2743 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2744 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2745 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2746 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2747 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2748 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2749 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2750 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2751 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2752 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2753 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2754 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2755 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2756 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2757 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2758 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2759 break;
2760 case WINED3D_TOP_DOTPRODUCT3:
2761 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2763 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2764 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2766 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2768 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2769 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2770 } else {
2771 FIXME("This version of opengl does not support GL_DOT3\n");
2773 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2774 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2775 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2776 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2777 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2778 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2779 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2780 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2781 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2782 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2783 break;
2784 case WINED3D_TOP_LERP:
2785 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2786 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2788 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2789 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2790 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2791 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2792 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2794 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2795 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2796 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2797 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2798 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2799 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2800 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2801 break;
2802 case WINED3D_TOP_ADD_SMOOTH:
2803 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2805 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2806 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2807 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2808 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2809 switch (opr1) {
2810 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2811 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2812 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2813 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2815 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2816 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2817 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2818 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2819 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2820 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2821 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2822 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2823 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2824 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2825 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2826 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2827 } else
2828 Handled = FALSE;
2829 break;
2830 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2831 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2833 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2834 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2835 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2836 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2837 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2838 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2839 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2840 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2841 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2842 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2843 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2844 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2845 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2846 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2847 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2848 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2849 } else
2850 Handled = FALSE;
2851 break;
2852 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2853 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2855 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2856 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2857 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2858 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2859 switch (opr1) {
2860 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2861 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2862 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2863 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2865 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2866 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2867 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2868 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2869 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2870 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2871 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2872 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2873 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2874 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2875 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2876 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2877 } else
2878 Handled = FALSE;
2879 break;
2880 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2881 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2883 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2884 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2885 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2886 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2887 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2888 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2889 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2890 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2891 switch (opr1) {
2892 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2893 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2894 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2895 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2897 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2898 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2899 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2900 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2901 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2902 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2903 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2904 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2905 } else
2906 Handled = FALSE;
2907 break;
2908 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2909 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2911 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2912 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2913 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2914 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2915 switch (opr1) {
2916 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2917 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2918 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2919 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2921 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2922 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2923 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2924 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2925 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2926 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2927 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2928 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2929 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2930 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2931 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2932 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2933 } else
2934 Handled = FALSE;
2935 break;
2936 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2937 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2939 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2940 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2941 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2942 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2943 switch (opr1) {
2944 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2945 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2946 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2947 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2949 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2950 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2951 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2952 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2953 switch (opr1) {
2954 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2955 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2956 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2957 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2959 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2960 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2961 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2962 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2963 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2964 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2965 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2966 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2967 } else
2968 Handled = FALSE;
2969 break;
2970 case WINED3D_TOP_MULTIPLY_ADD:
2971 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2973 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2974 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2975 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2976 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2977 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2978 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2979 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2980 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2981 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2982 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2983 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2984 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2985 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2986 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2987 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2988 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2989 } else
2990 Handled = FALSE;
2991 break;
2992 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2993 case WINED3D_TOP_BUMPENVMAP:
2994 if (gl_info->supported[NV_TEXTURE_SHADER2])
2996 /* Technically texture shader support without register combiners is possible, but not expected to occur
2997 * on real world cards, so for now a fixme should be enough
2999 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3001 Handled = FALSE;
3002 break;
3004 default:
3005 Handled = FALSE;
3008 if (Handled) {
3009 BOOL combineOK = TRUE;
3010 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3012 DWORD op2;
3014 if (isAlpha)
3015 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3016 else
3017 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3019 /* Note: If COMBINE4 in effect can't go back to combine! */
3020 switch (op2)
3022 case WINED3D_TOP_ADD_SMOOTH:
3023 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3024 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3025 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3026 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3027 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3028 case WINED3D_TOP_MULTIPLY_ADD:
3029 /* Ignore those implemented in both cases */
3030 switch (op)
3032 case WINED3D_TOP_SELECT_ARG1:
3033 case WINED3D_TOP_SELECT_ARG2:
3034 combineOK = FALSE;
3035 Handled = FALSE;
3036 break;
3037 default:
3038 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3039 return;
3044 if (combineOK)
3046 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3047 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3049 return;
3053 /* After all the extensions, if still unhandled, report fixme */
3054 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3058 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3060 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3061 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3062 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3063 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3064 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3066 TRACE("Setting color op for stage %d\n", stage);
3068 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3069 if (use_ps(state)) return;
3071 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3073 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3075 if (tex_used && mapped_stage >= gl_info->limits.textures)
3077 FIXME("Attempt to enable unsupported stage!\n");
3078 return;
3080 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3083 if (stage >= context->lowest_disabled_stage)
3085 TRACE("Stage disabled\n");
3086 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3088 /* Disable everything here */
3089 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3090 checkGLcall("glDisable(GL_TEXTURE_2D)");
3091 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3092 checkGLcall("glDisable(GL_TEXTURE_3D)");
3093 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3095 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3096 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3098 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3100 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3101 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3104 /* All done */
3105 return;
3108 /* The sampler will also activate the correct texture dimensions, so no
3109 * need to do it here if the sampler for this stage is dirty. */
3110 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3111 texture_activate_dimensions(state->textures[stage], gl_info);
3113 set_tex_op(gl_info, state, FALSE, stage,
3114 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3115 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3116 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3117 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3120 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3122 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3123 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3124 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3125 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3126 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3127 DWORD op, arg1, arg2, arg0;
3129 TRACE("Setting alpha op for stage %d\n", stage);
3130 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3131 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3133 if (tex_used && mapped_stage >= gl_info->limits.textures)
3135 FIXME("Attempt to enable unsupported stage!\n");
3136 return;
3138 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3141 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3142 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3143 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3144 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3146 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3148 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[0]);
3149 GLenum texture_dimensions = texture_gl->target;
3151 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3153 if (texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT
3154 && !texture_gl->t.resource.format->alpha_size)
3156 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3157 * properly. On the other hand applications can still use texture combiners apparently. This code
3158 * takes care that apps cannot remove the texture's alpha channel entirely.
3160 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3161 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3162 * and alpha component of diffuse color to draw things like translucent text and perform other
3163 * blending effects.
3165 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3166 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3167 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3168 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3169 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3170 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3171 * fail alpha test). To get around this, blend state is checked: if the app enables alpha blending,
3172 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with
3173 * texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3175 * What to do with multitexturing? So far no app has been found that uses color keying with
3176 * multitexturing */
3177 if (op == WINED3D_TOP_DISABLE)
3179 arg1 = WINED3DTA_TEXTURE;
3180 op = WINED3D_TOP_SELECT_ARG1;
3182 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3184 if (state->blend_state && state->blend_state->desc.rt[0].enable)
3186 arg2 = WINED3DTA_TEXTURE;
3187 op = WINED3D_TOP_MODULATE;
3189 else arg1 = WINED3DTA_TEXTURE;
3191 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3193 if (state->blend_state && state->blend_state->desc.rt[0].enable)
3195 arg1 = WINED3DTA_TEXTURE;
3196 op = WINED3D_TOP_MODULATE;
3198 else arg2 = WINED3DTA_TEXTURE;
3204 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3205 * this if block here, and the other code(color keying, texture unit selection) are the same
3207 TRACE("Setting alpha op for stage %d\n", stage);
3208 if (gl_info->supported[NV_REGISTER_COMBINERS])
3210 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3211 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3213 else
3215 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3219 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3221 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3222 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3223 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3224 unsigned int mapped_stage = context_gl->tex_unit_map[tex];
3225 struct wined3d_matrix mat;
3227 if (use_vs(state))
3229 TRACE("Using a vertex shader, skipping.\n");
3230 return;
3233 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3234 if (mapped_stage >= gl_info->limits.textures) return;
3236 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3237 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3238 checkGLcall("glMatrixMode(GL_TEXTURE)");
3240 get_texture_matrix(context, state, mapped_stage, &mat);
3242 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3243 checkGLcall("glLoadMatrixf");
3246 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3248 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3249 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3250 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3251 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3253 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3254 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3255 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3256 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3258 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3260 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3261 return;
3264 if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FRAGMENT_SAMPLERS))
3266 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3267 return;
3269 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3271 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3273 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3274 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3275 * means use the vertex position (camera-space) as the input texture coordinates
3276 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3277 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3278 * to the TEXCOORDINDEX value
3280 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3282 case WINED3DTSS_TCI_PASSTHRU:
3283 /* Use the specified texture coordinates contained within the
3284 * vertex format. This value resolves to zero. */
3285 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3286 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3287 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3288 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3289 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3290 break;
3292 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3293 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3294 * as the input texture coordinates for this stage's texture transformation. This
3295 * equates roughly to EYE_LINEAR */
3297 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3298 gl_info->gl_ops.gl.p_glPushMatrix();
3299 gl_info->gl_ops.gl.p_glLoadIdentity();
3300 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3301 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3302 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3303 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3304 gl_info->gl_ops.gl.p_glPopMatrix();
3305 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3307 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3308 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3309 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3310 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3312 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3313 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3314 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3315 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3317 break;
3319 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3320 /* Note that NV_TEXGEN_REFLECTION support is implied when
3321 * ARB_TEXTURE_CUBE_MAP is supported */
3322 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3324 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3325 break;
3328 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3329 gl_info->gl_ops.gl.p_glPushMatrix();
3330 gl_info->gl_ops.gl.p_glLoadIdentity();
3331 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3332 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3333 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3334 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3335 gl_info->gl_ops.gl.p_glPopMatrix();
3336 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3338 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3339 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3340 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3341 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3343 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3344 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3345 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3346 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3348 break;
3350 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3351 /* Note that NV_TEXGEN_REFLECTION support is implied when
3352 * ARB_TEXTURE_CUBE_MAP is supported */
3353 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3355 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3356 break;
3359 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3360 gl_info->gl_ops.gl.p_glPushMatrix();
3361 gl_info->gl_ops.gl.p_glLoadIdentity();
3362 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3363 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3364 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3365 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3366 gl_info->gl_ops.gl.p_glPopMatrix();
3367 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3369 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3370 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3371 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3372 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3374 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3375 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3376 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3377 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3379 break;
3381 case WINED3DTSS_TCI_SPHEREMAP:
3382 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3383 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3384 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3386 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3387 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3388 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3389 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3391 break;
3393 default:
3394 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3395 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3396 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3397 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3398 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3399 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3400 checkGLcall("Disable texgen.");
3402 break;
3405 /* Update the texture matrix. */
3406 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3407 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3409 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3411 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3412 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3413 * and do all the things linked to it
3414 * TODO: Tidy that up to reload only the arrays of the changed unit
3416 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3418 wined3d_context_gl_unload_tex_coords(context_gl);
3419 wined3d_context_gl_load_tex_coords(context_gl, &context->stream_info, &curVBO, state);
3423 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3425 const DWORD sampler = state_id - STATE_SAMPLER(0);
3426 const struct wined3d_texture *texture = state->textures[sampler];
3428 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
3430 if (!texture)
3431 return;
3433 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3434 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3435 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3437 if (sampler < WINED3D_MAX_TEXTURES)
3439 const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3441 if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
3443 if (tex_is_pow2)
3444 context->lastWasPow2Texture |= 1u << sampler;
3445 else
3446 context->lastWasPow2Texture &= ~(1u << sampler);
3448 transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3453 static enum wined3d_texture_address wined3d_texture_gl_address_mode(const struct wined3d_texture_gl *texture_gl,
3454 enum wined3d_texture_address t)
3456 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3458 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3459 return WINED3D_TADDRESS_WRAP;
3462 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3463 if (texture_gl->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
3464 && t == WINED3D_TADDRESS_WRAP))
3465 return WINED3D_TADDRESS_CLAMP;
3467 return t;
3470 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3471 const struct wined3d_context_gl *context_gl, const uint32_t *sampler_states,
3472 const struct wined3d_texture_gl *texture_gl)
3474 union
3476 float f;
3477 DWORD d;
3478 } lod_bias;
3480 desc->address_u = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3481 desc->address_v = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3482 desc->address_w = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3483 wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
3484 sampler_states[WINED3D_SAMP_BORDER_COLOR]);
3485 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3486 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3487 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3488 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3489 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3490 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3491 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3492 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3493 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3494 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3495 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3496 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3497 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3498 desc->lod_bias = lod_bias.f;
3499 desc->min_lod = -1000.0f;
3500 desc->max_lod = 1000.0f;
3501 desc->mip_base_level = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
3502 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3503 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3504 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3505 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3506 || (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2))
3507 desc->max_anisotropy = 1;
3508 desc->compare = texture_gl->t.resource.format_caps & WINED3D_FORMAT_CAP_SHADOW;
3509 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3510 desc->srgb_decode = is_srgb_enabled(sampler_states);
3512 if (!(texture_gl->t.resource.format_caps & WINED3D_FORMAT_CAP_FILTERING))
3514 desc->mag_filter = WINED3D_TEXF_POINT;
3515 desc->min_filter = WINED3D_TEXF_POINT;
3516 desc->mip_filter = WINED3D_TEXF_NONE;
3519 if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
3521 desc->mip_filter = WINED3D_TEXF_NONE;
3522 if (context_gl->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3523 desc->min_filter = WINED3D_TEXF_POINT;
3527 /* Enabling and disabling texture dimensions is done by texture stage state /
3528 * pixel shader setup, this function only has to bind textures and set the per
3529 * texture states. */
3530 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3532 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3533 unsigned int sampler_idx = state_id - STATE_SAMPLER(0);
3534 unsigned int mapped_stage = context_gl->tex_unit_map[sampler_idx];
3535 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3537 TRACE("Sampler %u.\n", sampler_idx);
3539 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3541 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3542 return;
3545 if (mapped_stage >= gl_info->limits.graphics_samplers)
3546 return;
3547 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3549 if (state->textures[sampler_idx])
3551 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[sampler_idx]);
3552 const uint32_t *sampler_states = state->sampler_states[sampler_idx];
3553 struct wined3d_device *device = context->device;
3554 BOOL srgb = is_srgb_enabled(sampler_states);
3555 struct wined3d_sampler_desc desc;
3556 struct wined3d_sampler *sampler;
3557 struct wine_rb_entry *entry;
3559 wined3d_sampler_desc_from_sampler_states(&desc, context_gl, sampler_states, texture_gl);
3561 wined3d_texture_gl_bind(texture_gl, context_gl, srgb);
3563 if ((entry = wine_rb_get(&device->samplers, &desc)))
3565 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3567 else
3569 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler)))
3571 ERR("Failed to create sampler.\n");
3572 return;
3574 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3576 ERR("Failed to insert sampler.\n");
3577 wined3d_sampler_decref(sampler);
3578 return;
3582 wined3d_sampler_gl_bind(wined3d_sampler_gl(sampler), mapped_stage, texture_gl, context_gl);
3584 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3585 if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3586 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3588 else
3590 wined3d_context_gl_bind_texture(context_gl, GL_NONE, 0);
3591 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3593 GL_EXTCALL(glBindSampler(mapped_stage, 0));
3594 checkGLcall("glBindSampler");
3599 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3601 unsigned int i;
3603 if (use_ps(state))
3605 if (!context->last_was_pshader)
3607 /* Former draw without a pixel shader, some samplers may be
3608 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3609 * make sure to enable them. */
3610 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3612 if (!isStateDirty(context, STATE_SAMPLER(i)))
3613 sampler(context, state, STATE_SAMPLER(i));
3615 context->last_was_pshader = TRUE;
3617 else
3619 /* Otherwise all samplers were activated by the code above in
3620 * earlier draws, or by sampler() if a different texture was
3621 * bound. I don't have to do anything. */
3624 else
3626 /* Disabled the pixel shader - color ops weren't applied while it was
3627 * enabled, so re-apply them. */
3628 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3630 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3631 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3633 context->last_was_pshader = FALSE;
3636 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3639 static void state_compute_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3641 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3644 static void state_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3646 enum wined3d_shader_type shader_type = state_id - STATE_SHADER(0);
3647 context->shader_update_mask |= 1u << shader_type;
3650 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3652 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3655 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3657 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3658 struct wined3d_matrix mat;
3660 /* This function is called by transform_view below if the view matrix was changed too
3662 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3663 * does not always update the world matrix, only on a switch between transformed
3664 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3665 * draw, but that should be rather rare and cheaper in total.
3667 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3668 checkGLcall("glMatrixMode");
3670 get_modelview_matrix(context, state, 0, &mat);
3672 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3673 checkGLcall("glLoadMatrixf");
3676 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3678 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3679 UINT index = state_id - STATE_CLIPPLANE(0);
3680 GLdouble plane[4];
3682 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3683 return;
3685 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3686 gl_info->gl_ops.gl.p_glPushMatrix();
3688 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3689 if (!use_vs(state))
3690 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3691 else
3692 /* With vertex shaders, clip planes are not transformed in Direct3D,
3693 * while in OpenGL they are still transformed by the model view matrix. */
3694 gl_info->gl_ops.gl.p_glLoadIdentity();
3696 plane[0] = state->clip_planes[index].x;
3697 plane[1] = state->clip_planes[index].y;
3698 plane[2] = state->clip_planes[index].z;
3699 plane[3] = state->clip_planes[index].w;
3701 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3702 plane[0], plane[1], plane[2], plane[3]);
3703 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3704 checkGLcall("glClipPlane");
3706 gl_info->gl_ops.gl.p_glPopMatrix();
3709 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3711 unsigned int matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3713 WARN("Unsupported world matrix %u set.\n", matrix);
3716 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3718 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3719 static unsigned int once;
3721 if (f == WINED3D_VBF_DISABLE)
3722 return;
3724 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3725 else WARN("Vertex blend flags %#x not supported.\n", f);
3728 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3730 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3731 const struct wined3d_light_info *light = NULL;
3732 unsigned int k;
3734 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3735 * NOTE: We have to reset the positions even if the light/plane is not currently
3736 * enabled, since the call to enable it will not reset the position.
3737 * NOTE2: Apparently texture transforms do NOT need reapplying
3740 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3741 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3742 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3743 checkGLcall("glLoadMatrixf(...)");
3745 /* Reset lights. TODO: Call light apply func */
3746 for (k = 0; k < gl_info->limits.lights; ++k)
3748 if (!(light = state->light_state.lights[k]))
3749 continue;
3750 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3751 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3752 else
3753 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3754 checkGLcall("glLightfv posn");
3755 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3756 checkGLcall("glLightfv dirn");
3759 /* Reset Clipping Planes */
3760 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
3762 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3763 clipplane(context, state, STATE_CLIPPLANE(k));
3766 if (context->last_was_rhw)
3768 gl_info->gl_ops.gl.p_glLoadIdentity();
3769 checkGLcall("glLoadIdentity()");
3770 /* No need to update the world matrix, the identity is fine */
3771 return;
3774 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3775 * No need to do it here if the state is scheduled for update. */
3776 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3777 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3780 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3782 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3783 struct wined3d_matrix projection;
3785 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3786 checkGLcall("glMatrixMode(GL_PROJECTION)");
3788 get_projection_matrix(context, state, &projection);
3789 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3790 checkGLcall("glLoadMatrixf");
3793 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3795 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
3798 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3800 if (isStateDirty(context, STATE_STREAMSRC))
3801 return;
3802 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
3805 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3807 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3808 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3809 BOOL useVertexShaderFunction = use_vs(state);
3810 BOOL updateFog = FALSE;
3811 BOOL transformed;
3812 BOOL wasrhw = context->last_was_rhw;
3813 unsigned int i;
3815 transformed = context->stream_info.position_transformed;
3816 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
3817 updateFog = TRUE;
3819 context->last_was_rhw = transformed;
3821 if (context->stream_info.swizzle_map != context->last_swizzle_map)
3822 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
3824 context->last_swizzle_map = context->stream_info.swizzle_map;
3826 /* Don't have to apply the matrices when vertex shaders are used. When
3827 * vshaders are turned off this function will be called again anyway to
3828 * make sure they're properly set. */
3829 if (!useVertexShaderFunction)
3831 /* TODO: Move this mainly to the viewport state and only apply when
3832 * the vp has changed or transformed / untransformed was switched. */
3833 if (wasrhw != context->last_was_rhw
3834 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
3835 && !isStateDirty(context, STATE_VIEWPORT))
3836 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3837 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3838 * mode.
3840 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3841 * this check will fail and the matrix not applied again. This is OK because a simple
3842 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3843 * needs of the vertex declaration.
3845 * World and view matrix go into the same gl matrix, so only apply them when neither is
3846 * dirty
3848 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
3849 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3850 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3851 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
3852 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
3853 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
3854 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
3856 if (context->last_was_vshader)
3858 updateFog = TRUE;
3860 if (!context->d3d_info->vs_clipping
3861 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
3863 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
3866 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3868 clipplane(context, state, STATE_CLIPPLANE(i));
3871 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
3872 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
3874 else
3876 if (!context->last_was_vshader)
3878 static BOOL warned = FALSE;
3879 if (!context->d3d_info->vs_clipping)
3881 /* Disable all clip planes to get defined results on all drivers. See comment in the
3882 * state_clipping state handler
3884 wined3d_context_gl_enable_clip_distances(context_gl, 0);
3886 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
3888 FIXME("Clipping not supported with vertex shaders.\n");
3889 warned = TRUE;
3892 if (wasrhw)
3894 /* Apply the transform matrices when switching from rhw
3895 * drawing to vertex shaders. Vertex shaders themselves do
3896 * not need it, but the matrices are not reapplied
3897 * automatically when switching back from vertex shaders to
3898 * fixed function processing. So make sure we leave the fixed
3899 * function vertex processing states back in a sane state
3900 * before switching to shaders. */
3901 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
3902 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3903 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3904 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3906 updateFog = TRUE;
3908 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
3909 * (Note: ARB shaders can read the clip planes for clipping emulation even if
3910 * device->vs_clipping is false.
3912 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3914 clipplane(context, state, STATE_CLIPPLANE(i));
3919 context->last_was_vshader = useVertexShaderFunction;
3920 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
3922 if (updateFog)
3923 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
3925 if (!useVertexShaderFunction)
3927 unsigned int i;
3929 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
3931 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
3932 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3935 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
3936 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
3937 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3941 static void get_viewports(struct wined3d_context *context, const struct wined3d_state *state,
3942 unsigned int viewport_count, struct wined3d_viewport *viewports)
3944 const struct wined3d_rendertarget_view *depth_stencil = state->fb.depth_stencil;
3945 const struct wined3d_rendertarget_view *target = state->fb.render_targets[0];
3946 unsigned int width, height, i;
3948 for (i = 0; i < viewport_count; ++i)
3949 viewports[i] = state->viewports[i];
3951 /* Note: GL uses a lower left origin while DirectX uses upper left. This
3952 * is reversed when using offscreen rendering. */
3953 if (context->render_offscreen)
3954 return;
3956 if (target)
3958 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
3960 else if (depth_stencil)
3962 height = depth_stencil->height;
3964 else
3966 FIXME("Could not get the height of render targets.\n");
3967 return;
3970 for (i = 0; i < viewport_count; ++i)
3971 viewports[i].y = height - (viewports[i].y + viewports[i].height);
3974 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3976 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3977 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
3978 float min_z, max_z;
3980 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
3982 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
3983 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
3985 unsigned int i, reset_count = 0;
3987 get_viewports(context, state, state->viewport_count, vp);
3988 for (i = 0; i < state->viewport_count; ++i)
3990 wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
3991 depth_ranges[i * 2] = min_z;
3992 depth_ranges[i * 2 + 1] = max_z;
3994 viewports[i * 4] = vp[i].x;
3995 viewports[i * 4 + 1] = vp[i].y;
3996 viewports[i * 4 + 2] = vp[i].width;
3997 viewports[i * 4 + 3] = vp[i].height;
3999 /* Don't pass fractionals to GL if we earlier decided not to use
4000 * this functionality for two reasons: First, GL might offer us
4001 * fewer than 8 bits, and still make use of the fractional, in
4002 * addition to the emulation we apply in shader_get_position_fixup.
4003 * Second, even if GL tells us it has no subpixel precision (Mac OS!)
4004 * it might still do something with the fractional amount, e.g.
4005 * round it upwards. I can't find any info on rounding in
4006 * GL_ARB_viewport_array. */
4007 if (!context->d3d_info->subpixel_viewport)
4009 viewports[i * 4] = floor(viewports[i * 4]);
4010 viewports[i * 4 + 1] = floor(viewports[i * 4 + 1]);
4011 viewports[i * 4 + 2] = floor(viewports[i * 4 + 2]);
4012 viewports[i * 4 + 3] = floor(viewports[i * 4 + 3]);
4016 if (context->viewport_count > state->viewport_count)
4017 reset_count = context->viewport_count - state->viewport_count;
4019 if (reset_count)
4021 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4022 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4025 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4026 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4027 context->viewport_count = state->viewport_count;
4029 else
4031 get_viewports(context, state, 1, vp);
4032 wined3d_viewport_get_z_range(&vp[0], &min_z, &max_z);
4033 gl_info->gl_ops.gl.p_glDepthRange(min_z, max_z);
4034 gl_info->gl_ops.gl.p_glViewport(vp[0].x, vp[0].y, vp[0].width, vp[0].height);
4036 checkGLcall("setting clip space and viewport");
4039 static void viewport_miscpart_cc(struct wined3d_context *context,
4040 const struct wined3d_state *state, DWORD state_id)
4042 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4043 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4044 float pixel_center_offset = context->d3d_info->wined3d_creation_flags
4045 & WINED3D_PIXEL_CENTER_INTEGER ? 0.5f : 0.0f;
4046 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4047 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4048 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4049 unsigned int i, reset_count = 0;
4050 float min_z, max_z;
4052 pixel_center_offset += context->d3d_info->filling_convention_offset / 2.0f;
4053 get_viewports(context, state, state->viewport_count, vp);
4055 GL_EXTCALL(glClipControl(context->render_offscreen ? GL_UPPER_LEFT : GL_LOWER_LEFT, GL_ZERO_TO_ONE));
4057 for (i = 0; i < state->viewport_count; ++i)
4059 wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
4060 depth_ranges[i * 2] = min_z;
4061 depth_ranges[i * 2 + 1] = max_z;
4063 viewports[i * 4] = vp[i].x + pixel_center_offset;
4064 viewports[i * 4 + 1] = vp[i].y + pixel_center_offset;
4065 viewports[i * 4 + 2] = vp[i].width;
4066 viewports[i * 4 + 3] = vp[i].height;
4069 if (context->viewport_count > state->viewport_count)
4070 reset_count = context->viewport_count - state->viewport_count;
4072 if (reset_count)
4074 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4075 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4078 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4079 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4080 context->viewport_count = state->viewport_count;
4082 checkGLcall("setting clip space and viewport");
4085 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4087 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4088 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4089 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4090 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4091 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4092 /* Update the position fixup. */
4093 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
4096 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4098 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4099 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4100 const struct wined3d_light_info *lightInfo = state->light_state.lights[Index];
4102 if (!lightInfo)
4104 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4105 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4107 else
4109 float quad_att;
4111 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4112 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4113 gl_info->gl_ops.gl.p_glPushMatrix();
4114 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4116 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, &lightInfo->OriginalParms.diffuse.r);
4117 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, &lightInfo->OriginalParms.specular.r);
4118 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, &lightInfo->OriginalParms.ambient.r);
4119 checkGLcall("glLightfv");
4121 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4122 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4123 else
4124 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4126 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4127 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4128 * Attenuation0 to NaN and crashes in the gl lib
4131 switch (lightInfo->OriginalParms.type)
4133 case WINED3D_LIGHT_POINT:
4134 /* Position */
4135 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4136 checkGLcall("glLightfv");
4137 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4138 checkGLcall("glLightf");
4139 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4140 lightInfo->OriginalParms.attenuation0);
4141 checkGLcall("glLightf");
4142 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4143 lightInfo->OriginalParms.attenuation1);
4144 checkGLcall("glLightf");
4145 if (quad_att < lightInfo->OriginalParms.attenuation2)
4146 quad_att = lightInfo->OriginalParms.attenuation2;
4147 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4148 checkGLcall("glLightf");
4149 /* FIXME: Range */
4150 break;
4152 case WINED3D_LIGHT_SPOT:
4153 /* Position */
4154 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4155 checkGLcall("glLightfv");
4156 /* Direction */
4157 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4158 checkGLcall("glLightfv");
4159 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4160 checkGLcall("glLightf");
4161 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4162 checkGLcall("glLightf");
4163 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4164 lightInfo->OriginalParms.attenuation0);
4165 checkGLcall("glLightf");
4166 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4167 lightInfo->OriginalParms.attenuation1);
4168 checkGLcall("glLightf");
4169 if (quad_att < lightInfo->OriginalParms.attenuation2)
4170 quad_att = lightInfo->OriginalParms.attenuation2;
4171 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4172 checkGLcall("glLightf");
4173 /* FIXME: Range */
4174 break;
4176 case WINED3D_LIGHT_DIRECTIONAL:
4177 /* Direction */
4178 /* Note GL uses w position of 0 for direction! */
4179 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4180 checkGLcall("glLightfv");
4181 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4182 checkGLcall("glLightf");
4183 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4184 checkGLcall("glLightf");
4185 break;
4187 default:
4188 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4191 /* Restore the modelview matrix */
4192 gl_info->gl_ops.gl.p_glPopMatrix();
4194 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4195 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4199 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4201 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4202 unsigned int height = 0;
4203 const RECT *r;
4205 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4206 * so our viewport correction does not apply. Warning2: Even in windowed
4207 * mode the coords are relative to the window, not the screen. */
4209 if (!context->render_offscreen)
4211 const struct wined3d_rendertarget_view *target = state->fb.render_targets[0];
4212 unsigned int width;
4214 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4217 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4219 GLint sr[4 * WINED3D_MAX_VIEWPORTS];
4220 unsigned int i, reset_count = 0;
4222 for (i = 0; i < state->scissor_rect_count; ++i)
4224 r = &state->scissor_rects[i];
4226 sr[i * 4] = r->left;
4227 sr[i * 4 + 1] = height ? height - r->top : r->top;
4228 sr[i * 4 + 2] = r->right - r->left;
4229 sr[i * 4 + 3] = r->bottom - r->top;
4232 if (context->scissor_rect_count > state->scissor_rect_count)
4233 reset_count = context->scissor_rect_count - state->scissor_rect_count;
4235 if (reset_count)
4236 memset(&sr[state->scissor_rect_count * 4], 0, reset_count * 4 * sizeof(GLint));
4238 GL_EXTCALL(glScissorArrayv(0, state->scissor_rect_count + reset_count, sr));
4239 checkGLcall("glScissorArrayv");
4240 context->scissor_rect_count = state->scissor_rect_count;
4242 else
4244 r = &state->scissor_rects[0];
4245 gl_info->gl_ops.gl.p_glScissor(r->left, height ? height - r->top : r->top,
4246 r->right - r->left, r->bottom - r->top);
4247 checkGLcall("glScissor");
4251 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4253 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4254 const struct wined3d_stream_info *stream_info = &context->stream_info;
4255 struct wined3d_buffer *buffer;
4257 if (!state->index_buffer || !stream_info->all_vbo)
4259 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4260 return;
4263 buffer = state->index_buffer;
4264 if (buffer->buffer_object)
4266 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wined3d_bo_gl(buffer->buffer_object)->id));
4267 wined3d_buffer_validate_user(buffer);
4269 else
4271 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4275 static void depth_clip(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
4277 if (!gl_info->supported[ARB_DEPTH_CLAMP])
4279 if (r && !r->desc.depth_clip)
4280 FIXME("Depth clamp not supported by this GL implementation.\n");
4281 return;
4284 if (r && !r->desc.depth_clip)
4285 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
4286 else
4287 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
4288 checkGLcall("depth clip");
4291 static void rasterizer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4293 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4294 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
4295 GLenum mode;
4297 mode = r && r->desc.front_ccw ? GL_CCW : GL_CW;
4298 if (context->render_offscreen)
4299 mode = (mode == GL_CW) ? GL_CCW : GL_CW;
4301 gl_info->gl_ops.gl.p_glFrontFace(mode);
4302 checkGLcall("glFrontFace");
4303 depthbias(context, state);
4304 fillmode(r, gl_info);
4305 cullmode(r, gl_info);
4306 depth_clip(r, gl_info);
4307 scissor(r, gl_info);
4308 line_antialias(r, gl_info);
4311 static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4313 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4314 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
4315 GLenum mode;
4317 mode = r && r->desc.front_ccw ? GL_CCW : GL_CW;
4319 gl_info->gl_ops.gl.p_glFrontFace(mode);
4320 checkGLcall("glFrontFace");
4321 depthbias(context, state);
4322 fillmode(r, gl_info);
4323 cullmode(r, gl_info);
4324 depth_clip(r, gl_info);
4325 scissor(r, gl_info);
4326 line_antialias(r, gl_info);
4329 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4331 static BOOL warned;
4333 if (!warned)
4335 WARN("Point sprite coordinate origin switching not supported.\n");
4336 warned = TRUE;
4340 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4342 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4343 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4345 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4346 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4349 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4351 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4353 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4355 if (needs_srgb_write(context->d3d_info, state, &state->fb))
4356 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4357 else
4358 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4361 static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4363 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4364 enum wined3d_shader_type shader_type;
4365 struct wined3d_buffer *buffer;
4366 unsigned int i, base, count;
4367 struct wined3d_bo_gl *bo_gl;
4369 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4371 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id))
4372 shader_type = state_id - STATE_GRAPHICS_CONSTANT_BUFFER(0);
4373 else
4374 shader_type = WINED3D_SHADER_TYPE_COMPUTE;
4376 /* If a shader has not been set, buffer objects are not yet initialised. */
4377 if (!state->shader[shader_type])
4378 return;
4380 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
4381 for (i = 0; i < count; ++i)
4383 const struct wined3d_constant_buffer_state *buffer_state = &state->cb[shader_type][i];
4385 if (!buffer_state->buffer)
4387 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, 0));
4388 continue;
4391 buffer = buffer_state->buffer;
4392 bo_gl = wined3d_bo_gl(buffer->buffer_object);
4393 GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER, base + i,
4394 bo_gl->id, bo_gl->b.buffer_offset + buffer_state->offset,
4395 min(buffer_state->size, buffer->resource.size - buffer_state->offset)));
4397 wined3d_buffer_validate_user(buffer);
4399 checkGLcall("bind constant buffers");
4402 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4404 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4406 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4409 static void state_shader_resource_binding(struct wined3d_context *context,
4410 const struct wined3d_state *state, DWORD state_id)
4412 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4414 context->update_shader_resource_bindings = 1;
4417 static void state_cs_resource_binding(struct wined3d_context *context,
4418 const struct wined3d_state *state, DWORD state_id)
4420 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4421 context->update_compute_shader_resource_bindings = 1;
4424 static void state_uav_binding(struct wined3d_context *context,
4425 const struct wined3d_state *state, DWORD state_id)
4427 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4428 context->update_unordered_access_view_bindings = 1;
4431 static void state_cs_uav_binding(struct wined3d_context *context,
4432 const struct wined3d_state *state, DWORD state_id)
4434 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4435 context->update_compute_unordered_access_view_bindings = 1;
4438 static void state_uav_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4440 WARN("ARB_shader_image_load_store is not supported by this OpenGL implementation.\n");
4443 static void state_so(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4445 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4446 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4447 struct wined3d_buffer *buffer;
4448 unsigned int offset, size, i;
4449 struct wined3d_bo_gl *bo_gl;
4451 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4453 wined3d_context_gl_end_transform_feedback(context_gl);
4455 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4457 if (!state->stream_output[i].buffer)
4459 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, i, 0));
4460 continue;
4463 buffer = state->stream_output[i].buffer;
4464 offset = state->stream_output[i].offset;
4465 bo_gl = wined3d_bo_gl(buffer->buffer_object);
4466 if (offset == ~0u)
4468 FIXME("Appending to stream output buffers not implemented.\n");
4469 offset = 0;
4471 size = buffer->resource.size - offset;
4472 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i,
4473 bo_gl->id, bo_gl->b.buffer_offset + offset, size));
4474 wined3d_buffer_validate_user(buffer);
4476 checkGLcall("bind transform feedback buffers");
4479 static void state_so_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4481 WARN("Transform feedback not supported.\n");
4484 const struct wined3d_state_entry_template misc_state_template_gl[] =
4486 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4487 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4488 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4489 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4490 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4491 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4492 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4493 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4494 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4495 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4496 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4497 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4498 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4499 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE },
4500 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4501 { STATE_COMPUTE_SHADER_RESOURCE_BINDING, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, state_cs_resource_binding}, WINED3D_GL_EXT_NONE },
4502 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_cs_uav_binding}, ARB_SHADER_IMAGE_LOAD_STORE },
4503 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4504 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so, }, WINED3D_GL_VERSION_3_2 },
4505 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so_warn, }, WINED3D_GL_EXT_NONE },
4506 { STATE_BLEND, { STATE_BLEND, blend_dbb }, ARB_DRAW_BUFFERS_BLEND },
4507 { STATE_BLEND, { STATE_BLEND, blend_db2 }, EXT_DRAW_BUFFERS2 },
4508 { STATE_BLEND, { STATE_BLEND, blend }, WINED3D_GL_EXT_NONE },
4509 { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor }, EXT_BLEND_COLOR },
4510 { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor_w}, WINED3D_GL_EXT_NONE },
4511 { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask }, ARB_TEXTURE_MULTISAMPLE },
4512 { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask_w }, WINED3D_GL_EXT_NONE },
4513 { STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil_2s }, EXT_STENCIL_TWO_SIDE },
4514 { STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil }, WINED3D_GL_EXT_NONE },
4515 { STATE_STENCIL_REF, { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
4516 { STATE_DEPTH_BOUNDS, { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
4517 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4518 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4519 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL },
4520 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer }, WINED3D_GL_EXT_NONE },
4521 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4522 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
4523 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4524 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4526 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4527 * vshader loadings are untied from each other
4529 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4530 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4531 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4532 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4533 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4534 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4535 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4536 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4537 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4538 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4539 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4540 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4541 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4542 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4543 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4544 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4545 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4546 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4547 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4548 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4549 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4550 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4551 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4552 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4553 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4554 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4555 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4556 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4557 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4558 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4559 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4560 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4561 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4562 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4563 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4564 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4565 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4566 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4567 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4568 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4569 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4570 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4571 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4572 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4573 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4574 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4575 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4576 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4578 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL },
4579 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4580 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4581 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4582 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
4583 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
4584 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4585 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4586 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4587 /* Samplers */
4588 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
4589 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
4590 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
4591 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
4592 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
4593 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
4594 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
4595 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
4596 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
4597 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
4598 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
4599 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
4600 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
4601 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
4602 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
4603 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
4604 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
4605 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
4606 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
4607 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
4608 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
4609 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
4610 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
4611 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
4612 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), state_shader }, WINED3D_GL_EXT_NONE },
4613 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), state_shader }, WINED3D_GL_EXT_NONE },
4614 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE },
4615 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE },
4616 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4619 static const struct wined3d_state_entry_template vp_ffp_states[] =
4621 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
4622 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4623 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
4624 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
4625 /* Clip planes */
4626 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
4627 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
4628 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
4629 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
4630 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
4631 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
4632 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
4633 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
4634 /* Lights */
4635 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
4636 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
4637 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
4638 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
4639 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
4640 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
4641 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
4642 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
4643 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
4644 /* Viewport */
4645 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
4646 /* Transform states follow */
4647 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
4648 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
4649 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4650 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4651 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4652 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4653 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4654 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4655 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4656 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4657 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
4658 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
4659 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
4660 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
4661 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
4662 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
4663 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
4664 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
4665 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
4666 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
4667 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
4668 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
4669 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
4670 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
4671 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
4672 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
4673 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
4674 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
4675 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
4676 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
4677 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
4678 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
4679 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
4680 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
4681 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
4682 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
4683 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
4684 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
4685 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
4686 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
4687 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
4688 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
4689 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
4690 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
4691 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
4692 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
4693 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
4694 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
4695 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
4696 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
4697 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
4698 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
4699 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
4700 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
4701 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
4702 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
4703 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
4704 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
4705 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
4706 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
4707 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
4708 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
4709 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
4710 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
4711 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
4712 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
4713 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
4714 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
4715 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
4716 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
4717 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
4718 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
4719 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
4720 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
4721 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
4722 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
4723 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
4724 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
4725 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
4726 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
4727 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
4728 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
4729 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
4730 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
4731 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
4732 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
4733 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
4734 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
4735 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
4736 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
4737 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
4738 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
4739 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
4740 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
4741 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
4742 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
4743 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
4744 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
4745 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
4746 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
4747 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
4748 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
4749 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
4750 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
4751 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
4752 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
4753 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
4754 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
4755 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
4756 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
4757 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
4758 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
4759 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
4760 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
4761 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
4762 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
4763 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
4764 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
4765 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
4766 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
4767 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
4768 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
4769 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
4770 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
4771 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
4772 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
4773 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
4774 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
4775 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
4776 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
4777 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
4778 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
4779 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
4780 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
4781 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
4782 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
4783 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
4784 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
4785 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
4786 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
4787 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
4788 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
4789 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
4790 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
4791 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
4792 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
4793 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
4794 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
4795 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
4796 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
4797 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
4798 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
4799 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
4800 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
4801 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
4802 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
4803 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
4804 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
4805 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
4806 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
4807 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
4808 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
4809 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
4810 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
4811 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
4812 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
4813 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
4814 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
4815 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
4816 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
4817 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
4818 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
4819 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
4820 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
4821 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
4822 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
4823 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
4824 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
4825 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
4826 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
4827 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
4828 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
4829 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
4830 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
4831 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
4832 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
4833 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
4834 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
4835 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
4836 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
4837 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
4838 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
4839 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
4840 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
4841 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
4842 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
4843 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
4844 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
4845 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
4846 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
4847 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
4848 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
4849 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
4850 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
4851 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
4852 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
4853 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
4854 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
4855 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
4856 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
4857 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
4858 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
4859 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
4860 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
4861 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
4862 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
4863 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
4864 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
4865 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
4866 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
4867 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
4868 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
4869 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
4870 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
4871 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
4872 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
4873 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
4874 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
4875 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
4876 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
4877 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
4878 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
4879 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
4880 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
4881 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
4882 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
4883 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
4884 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
4885 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
4886 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
4887 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
4888 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
4889 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
4890 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
4891 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
4892 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
4893 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
4894 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
4895 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
4896 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
4897 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
4898 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
4899 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
4900 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
4901 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
4902 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
4903 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
4904 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
4905 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
4906 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
4907 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
4908 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4929 /* Fog */
4930 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
4948 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
4949 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
4951 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
4957 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
4958 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
4960 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
4961 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
4962 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
4964 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4965 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4966 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4967 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4968 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4969 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4970 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4971 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4972 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4973 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4974 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4975 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4976 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4977 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4978 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4979 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4980 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4981 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4982 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4983 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4984 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4985 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4986 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4987 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4988 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
4989 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4992 static const struct wined3d_state_entry_template ffp_fragmentstate_template[] = {
4993 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
4994 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
4995 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
4997 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5001 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5004 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5007 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5014 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5017 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5023 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5024 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5025 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5026 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5027 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5034 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5035 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5036 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5037 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5038 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5039 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5041 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5042 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5043 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5044 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5045 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5046 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5047 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5048 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5049 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5050 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5051 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5052 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5053 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5054 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5055 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5056 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5057 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5058 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5059 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5060 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5061 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5062 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5063 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5064 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5065 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5066 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5067 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5068 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5069 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5070 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5071 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5072 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5073 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5074 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5075 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5076 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5077 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5078 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5079 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5080 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5081 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5082 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5083 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5084 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5085 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5086 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5087 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5088 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5089 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5090 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5091 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5092 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5093 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5094 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5095 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5096 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5097 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5100 /* Context activation is done by the caller. */
5101 static void ffp_pipe_enable(const struct wined3d_context *context, BOOL enable) {}
5103 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5105 return shader_priv;
5108 static void ffp_free(struct wined3d_device *device, struct wined3d_context *context) {}
5110 static void vp_ffp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
5112 const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl_const(adapter)->gl_info;
5114 caps->xyzrhw = FALSE;
5115 caps->ffp_generic_attributes = FALSE;
5116 caps->max_active_lights = gl_info->limits.lights;
5117 caps->max_vertex_blend_matrices = 1;
5118 caps->max_vertex_blend_matrix_index = 0;
5119 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5120 | WINED3DVTXPCAPS_MATERIALSOURCE7
5121 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5122 | WINED3DVTXPCAPS_LOCALVIEWER
5123 | WINED3DVTXPCAPS_VERTEXFOG
5124 | WINED3DVTXPCAPS_TEXGEN
5125 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5126 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5127 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
5128 caps->raster_caps = 0;
5129 if (gl_info->supported[NV_FOG_DISTANCE])
5130 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5133 static unsigned int vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5135 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5138 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5140 ffp_pipe_enable,
5141 vp_ffp_get_caps,
5142 vp_ffp_get_emul_mask,
5143 ffp_alloc,
5144 ffp_free,
5145 vp_ffp_states,
5148 static void ffp_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5150 const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl_const(adapter)->gl_info;
5152 caps->wined3d_caps = 0;
5153 caps->PrimitiveMiscCaps = 0;
5154 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5155 | WINED3DTEXOPCAPS_ADDSIGNED
5156 | WINED3DTEXOPCAPS_ADDSIGNED2X
5157 | WINED3DTEXOPCAPS_MODULATE
5158 | WINED3DTEXOPCAPS_MODULATE2X
5159 | WINED3DTEXOPCAPS_MODULATE4X
5160 | WINED3DTEXOPCAPS_SELECTARG1
5161 | WINED3DTEXOPCAPS_SELECTARG2
5162 | WINED3DTEXOPCAPS_DISABLE;
5164 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5165 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5166 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5168 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5169 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5170 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5171 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5172 | WINED3DTEXOPCAPS_LERP
5173 | WINED3DTEXOPCAPS_SUBTRACT;
5175 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5176 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5178 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5179 | WINED3DTEXOPCAPS_MULTIPLYADD
5180 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5181 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5182 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5184 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5185 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5187 caps->MaxTextureBlendStages = gl_info->limits.textures;
5188 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5191 static unsigned int ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
5193 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5196 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5198 /* We only support identity conversions. */
5199 return is_identity_fixup(fixup);
5202 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5204 return TRUE;
5207 static void ffp_none_context_free(struct wined3d_context *context)
5211 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline =
5213 ffp_pipe_enable,
5214 ffp_fragment_get_caps,
5215 ffp_fragment_get_emul_mask,
5216 ffp_alloc,
5217 ffp_free,
5218 ffp_none_context_alloc,
5219 ffp_none_context_free,
5220 ffp_color_fixup_supported,
5221 ffp_fragmentstate_template,
5224 static void none_pipe_enable(const struct wined3d_context *context, BOOL enable) {}
5226 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5228 return shader_priv;
5231 static void none_free(struct wined3d_device *device, struct wined3d_context *context) {}
5233 static void vp_none_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
5235 memset(caps, 0, sizeof(*caps));
5238 static unsigned int vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5240 return 0;
5243 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5245 none_pipe_enable,
5246 vp_none_get_caps,
5247 vp_none_get_emul_mask,
5248 none_alloc,
5249 none_free,
5250 NULL,
5253 static void fp_none_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5255 memset(caps, 0, sizeof(*caps));
5258 static unsigned int fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5260 return 0;
5263 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5265 return is_identity_fixup(fixup);
5268 const struct wined3d_fragment_pipe_ops none_fragment_pipe =
5270 none_pipe_enable,
5271 fp_none_get_caps,
5272 fp_none_get_emul_mask,
5273 none_alloc,
5274 none_free,
5275 ffp_none_context_alloc,
5276 ffp_none_context_free,
5277 fp_none_color_fixup_supported,
5278 NULL,
5281 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5283 unsigned int i;
5284 for(i = 0; funcs[i]; i++);
5285 return i;
5288 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5290 context->device->multistate_funcs[state_id][0](context, state, state_id);
5291 context->device->multistate_funcs[state_id][1](context, state, state_id);
5294 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5296 context->device->multistate_funcs[state_id][0](context, state, state_id);
5297 context->device->multistate_funcs[state_id][1](context, state, state_id);
5298 context->device->multistate_funcs[state_id][2](context, state, state_id);
5301 static void prune_invalid_states(struct wined3d_state_entry *state_table, const struct wined3d_d3d_info *d3d_info)
5303 unsigned int start, last, i;
5305 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5306 last = STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5307 for (i = start; i <= last; ++i)
5309 state_table[i].representative = 0;
5310 state_table[i].apply = state_undefined;
5313 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5314 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_TEXTURES - 1);
5315 for (i = start; i <= last; ++i)
5317 state_table[i].representative = 0;
5318 state_table[i].apply = state_undefined;
5321 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5322 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5323 for (i = start; i <= last; ++i)
5325 state_table[i].representative = 0;
5326 state_table[i].apply = state_undefined;
5330 static void validate_state_table(struct wined3d_state_entry *state_table)
5332 static const struct
5334 DWORD first;
5335 DWORD last;
5337 rs_holes[] =
5339 { 1, 8},
5340 { 11, 14},
5341 { 16, 23},
5342 { 27, 27},
5343 { 30, 33},
5344 { 39, 40},
5345 { 42, 47},
5346 { 49, 59},
5347 { 61, 135},
5348 {138, 138},
5349 {144, 144},
5350 {149, 150},
5351 {153, 153},
5352 {162, 165},
5353 {167, 193},
5354 {195, 209},
5355 { 0, 0},
5357 static const unsigned int simple_states[] =
5359 STATE_MATERIAL,
5360 STATE_VDECL,
5361 STATE_STREAMSRC,
5362 STATE_INDEXBUFFER,
5363 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5364 STATE_SHADER(WINED3D_SHADER_TYPE_HULL),
5365 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN),
5366 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5367 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5368 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
5369 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5370 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL),
5371 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN),
5372 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5373 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5374 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
5375 STATE_COMPUTE_SHADER_RESOURCE_BINDING,
5376 STATE_GRAPHICS_SHADER_RESOURCE_BINDING,
5377 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING,
5378 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING,
5379 STATE_VIEWPORT,
5380 STATE_LIGHT_TYPE,
5381 STATE_SCISSORRECT,
5382 STATE_RASTERIZER,
5383 STATE_POINTSPRITECOORDORIGIN,
5384 STATE_BASEVERTEXINDEX,
5385 STATE_FRAMEBUFFER,
5386 STATE_POINT_ENABLE,
5387 STATE_COLOR_KEY,
5388 STATE_BLEND,
5389 STATE_BLEND_FACTOR,
5390 STATE_DEPTH_STENCIL,
5391 STATE_STENCIL_REF,
5392 STATE_DEPTH_BOUNDS,
5394 unsigned int i, current;
5396 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5398 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5400 if (!state_table[i].representative)
5401 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5403 else if (state_table[i].representative)
5404 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5406 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5409 for (i = 0; i < ARRAY_SIZE(simple_states); ++i)
5411 if (!state_table[simple_states[i]].representative)
5412 ERR("State %s (%#x) should have a representative.\n",
5413 debug_d3dstate(simple_states[i]), simple_states[i]);
5416 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5418 unsigned int rep = state_table[i].representative;
5419 if (rep)
5421 if (state_table[rep].representative != rep)
5423 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5424 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5425 state_table[i].representative = 0;
5428 if (rep != i)
5430 if (state_table[i].apply)
5431 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5433 else if (!state_table[i].apply)
5435 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5441 HRESULT compile_state_table(struct wined3d_state_entry *state_table, APPLYSTATEFUNC **dev_multistate_funcs,
5442 const struct wined3d_d3d_info *d3d_info, const BOOL *supported_extensions,
5443 const struct wined3d_vertex_pipe_ops *vertex, const struct wined3d_fragment_pipe_ops *fragment,
5444 const struct wined3d_state_entry_template *misc)
5446 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5447 const struct wined3d_state_entry_template *cur;
5448 unsigned int i, type, handlers;
5449 BOOL set[STATE_HIGHEST + 1];
5451 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5453 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5455 state_table[i].representative = 0;
5456 state_table[i].apply = state_undefined;
5459 for (type = 0; type < 3; ++type)
5461 /* This switch decides the order in which the states are applied */
5462 switch (type)
5464 case 0: cur = misc; break;
5465 case 1: cur = fragment->states; break;
5466 case 2: cur = vertex->vp_states; break;
5467 default: cur = NULL; /* Stupid compiler */
5469 if (!cur) continue;
5471 /* GL extension filtering should not prevent multiple handlers being applied from different
5472 * pipeline parts
5474 memset(set, 0, sizeof(set));
5476 for (i = 0; cur[i].state; ++i)
5478 APPLYSTATEFUNC *funcs_array;
5480 /* Only use the first matching state with the available extension from one template.
5481 * e.g.
5482 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5483 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5485 * if GL_XYZ_fancy is supported, ignore the 2nd line
5487 if (set[cur[i].state]) continue;
5488 /* Skip state lines depending on unsupported extensions */
5489 if (!supported_extensions[cur[i].extension]) continue;
5490 set[cur[i].state] = TRUE;
5491 /* In some cases having an extension means that nothing has to be
5492 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5493 * supported, the texture coordinate fixup can be ignored. If the
5494 * apply function is used, mark the state set(done above) to prevent
5495 * applying later lines, but do not record anything in the state
5496 * table
5498 if (!cur[i].content.representative) continue;
5500 handlers = num_handlers(multistate_funcs[cur[i].state]);
5501 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5502 switch (handlers)
5504 case 0:
5505 state_table[cur[i].state].apply = cur[i].content.apply;
5506 break;
5507 case 1:
5508 state_table[cur[i].state].apply = multistate_apply_2;
5509 if (!(dev_multistate_funcs[cur[i].state] = heap_calloc(2, sizeof(**dev_multistate_funcs))))
5510 goto out_of_mem;
5512 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5513 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5514 break;
5515 case 2:
5516 state_table[cur[i].state].apply = multistate_apply_3;
5517 if (!(funcs_array = heap_realloc(dev_multistate_funcs[cur[i].state],
5518 sizeof(**dev_multistate_funcs) * 3)))
5519 goto out_of_mem;
5521 dev_multistate_funcs[cur[i].state] = funcs_array;
5522 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5523 break;
5524 default:
5525 ERR("Unexpected amount of state handlers for state %u: %u.\n",
5526 cur[i].state, handlers + 1);
5529 if (state_table[cur[i].state].representative
5530 && state_table[cur[i].state].representative != cur[i].content.representative)
5532 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5533 debug_d3dstate(cur[i].state), cur[i].state);
5535 state_table[cur[i].state].representative = cur[i].content.representative;
5539 prune_invalid_states(state_table, d3d_info);
5540 validate_state_table(state_table);
5542 return WINED3D_OK;
5544 out_of_mem:
5545 for (i = 0; i <= STATE_HIGHEST; ++i)
5547 heap_free(dev_multistate_funcs[i]);
5550 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1) * sizeof(*dev_multistate_funcs));
5552 return E_OUTOFMEMORY;