reg/tests: Test import with non-standard registry file headers.
[wine.git] / dlls / wined3d / state.c
blobb73f4a847164721fb935fb1c1a205b9266cf8396
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
41 ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state)
43 ULONG refcount = InterlockedIncrement(&state->refcount);
45 TRACE("%p increasing refcount to %u.\n", state, refcount);
47 return refcount;
50 static void wined3d_rasterizer_state_destroy_object(void *object)
52 HeapFree(GetProcessHeap(), 0, object);
55 ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
57 ULONG refcount = InterlockedDecrement(&state->refcount);
58 struct wined3d_device *device = state->device;
60 TRACE("%p decreasing refcount to %u.\n", state, refcount);
62 if (!refcount)
63 wined3d_cs_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
65 return refcount;
68 HRESULT CDECL wined3d_rasterizer_state_create(struct wined3d_device *device,
69 const struct wined3d_rasterizer_state_desc *desc, struct wined3d_rasterizer_state **state)
71 struct wined3d_rasterizer_state *object;
73 TRACE("device %p, desc %p, state %p.\n", device, desc, state);
75 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
76 return E_OUTOFMEMORY;
78 object->refcount = 1;
79 object->desc = *desc;
80 object->device = device;
82 TRACE("Created rasterizer state %p.\n", object);
83 *state = object;
85 return WINED3D_OK;
88 /* Context activation for state handler is done by the caller. */
90 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
92 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id), state_id);
95 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
97 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
100 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
102 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
103 const struct wined3d_gl_info *gl_info = context->gl_info;
105 switch (mode)
107 case WINED3D_FILL_POINT:
108 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
109 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
110 break;
111 case WINED3D_FILL_WIREFRAME:
112 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
113 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
114 break;
115 case WINED3D_FILL_SOLID:
116 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
117 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
118 break;
119 default:
120 FIXME("Unrecognized fill mode %#x.\n", mode);
124 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
126 const struct wined3d_gl_info *gl_info = context->gl_info;
128 /* Lighting is not enabled if transformed vertices are drawn, but lighting
129 * does not affect the stream sources, so it is not grouped for
130 * performance reasons. This state reads the decoded vertex declaration,
131 * so if it is dirty don't do anything. The vertex declaration applying
132 * function calls this function for updating. */
133 if (isStateDirty(context, STATE_VDECL))
134 return;
136 if (state->render_states[WINED3D_RS_LIGHTING]
137 && !context->stream_info.position_transformed)
139 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
140 checkGLcall("glEnable GL_LIGHTING");
142 else
144 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
145 checkGLcall("glDisable GL_LIGHTING");
149 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
151 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
152 const struct wined3d_gl_info *gl_info = context->gl_info;
154 /* No z test without depth stencil buffers */
155 if (!state->fb->depth_stencil)
157 TRACE("No Z buffer - disabling depth test\n");
158 zenable = WINED3D_ZB_FALSE;
161 switch (zenable)
163 case WINED3D_ZB_FALSE:
164 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
165 checkGLcall("glDisable GL_DEPTH_TEST");
166 break;
167 case WINED3D_ZB_TRUE:
168 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
169 checkGLcall("glEnable GL_DEPTH_TEST");
170 break;
171 case WINED3D_ZB_USEW:
172 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
173 checkGLcall("glEnable GL_DEPTH_TEST");
174 FIXME("W buffer is not well handled\n");
175 break;
176 default:
177 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
178 break;
181 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
182 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
185 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
187 const struct wined3d_gl_info *gl_info = context->gl_info;
189 /* glFrontFace() is set in context.c at context init and on an
190 * offscreen / onscreen rendering switch. */
191 switch (state->render_states[WINED3D_RS_CULLMODE])
193 case WINED3D_CULL_NONE:
194 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
195 checkGLcall("glDisable GL_CULL_FACE");
196 break;
197 case WINED3D_CULL_FRONT:
198 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
199 checkGLcall("glEnable GL_CULL_FACE");
200 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
201 checkGLcall("glCullFace(GL_FRONT)");
202 break;
203 case WINED3D_CULL_BACK:
204 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
205 checkGLcall("glEnable GL_CULL_FACE");
206 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
207 checkGLcall("glCullFace(GL_BACK)");
208 break;
209 default:
210 FIXME("Unrecognized cull mode %#x.\n",
211 state->render_states[WINED3D_RS_CULLMODE]);
215 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
217 const struct wined3d_gl_info *gl_info = context->gl_info;
219 switch (state->render_states[WINED3D_RS_SHADEMODE])
221 case WINED3D_SHADE_FLAT:
222 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
223 checkGLcall("glShadeModel(GL_FLAT)");
224 break;
225 case WINED3D_SHADE_GOURAUD:
226 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
227 * in D3D. */
228 case WINED3D_SHADE_PHONG:
229 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
230 checkGLcall("glShadeModel(GL_SMOOTH)");
231 break;
232 default:
233 FIXME("Unrecognized shade mode %#x.\n",
234 state->render_states[WINED3D_RS_SHADEMODE]);
238 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
240 const struct wined3d_gl_info *gl_info = context->gl_info;
242 if (state->render_states[WINED3D_RS_DITHERENABLE])
244 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
245 checkGLcall("glEnable GL_DITHER");
247 else
249 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
250 checkGLcall("glDisable GL_DITHER");
254 static void state_zwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
256 const struct wined3d_gl_info *gl_info = context->gl_info;
258 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
260 gl_info->gl_ops.gl.p_glDepthMask(1);
261 checkGLcall("glDepthMask(1)");
263 else
265 gl_info->gl_ops.gl.p_glDepthMask(0);
266 checkGLcall("glDepthMask(0)");
270 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
272 switch (f)
274 case WINED3D_CMP_NEVER:
275 return GL_NEVER;
276 case WINED3D_CMP_LESS:
277 return GL_LESS;
278 case WINED3D_CMP_EQUAL:
279 return GL_EQUAL;
280 case WINED3D_CMP_LESSEQUAL:
281 return GL_LEQUAL;
282 case WINED3D_CMP_GREATER:
283 return GL_GREATER;
284 case WINED3D_CMP_NOTEQUAL:
285 return GL_NOTEQUAL;
286 case WINED3D_CMP_GREATEREQUAL:
287 return GL_GEQUAL;
288 case WINED3D_CMP_ALWAYS:
289 return GL_ALWAYS;
290 default:
291 FIXME("Unrecognized compare function %#x.\n", f);
292 return GL_NONE;
296 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
298 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
299 const struct wined3d_gl_info *gl_info = context->gl_info;
301 if (!depth_func) return;
303 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
304 checkGLcall("glDepthFunc");
307 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
309 const struct wined3d_gl_info *gl_info = context->gl_info;
310 struct wined3d_color color;
312 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
313 TRACE("Setting ambient to %s.\n", debug_color(&color));
314 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
315 checkGLcall("glLightModel for MODEL_AMBIENT");
318 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
320 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
323 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
325 switch (op)
327 case WINED3D_BLEND_OP_ADD:
328 return GL_FUNC_ADD;
329 case WINED3D_BLEND_OP_SUBTRACT:
330 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
331 case WINED3D_BLEND_OP_REVSUBTRACT:
332 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
333 case WINED3D_BLEND_OP_MIN:
334 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
335 case WINED3D_BLEND_OP_MAX:
336 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
337 default:
338 FIXME("Unhandled blend op %#x.\n", op);
339 return GL_FUNC_ADD;
343 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
345 const struct wined3d_gl_info *gl_info = context->gl_info;
346 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
347 GLenum blend_equation = GL_FUNC_ADD_EXT;
349 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
350 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
351 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
353 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
354 return;
357 blend_equation = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOP]);
358 blend_equation_alpha = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOPALPHA]);
359 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
361 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
363 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
364 checkGLcall("glBlendEquationSeparate");
366 else
368 GL_EXTCALL(glBlendEquation(blend_equation));
369 checkGLcall("glBlendEquation");
373 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
375 switch (factor)
377 case WINED3D_BLEND_ZERO:
378 return GL_ZERO;
379 case WINED3D_BLEND_ONE:
380 return GL_ONE;
381 case WINED3D_BLEND_SRCCOLOR:
382 return GL_SRC_COLOR;
383 case WINED3D_BLEND_INVSRCCOLOR:
384 return GL_ONE_MINUS_SRC_COLOR;
385 case WINED3D_BLEND_SRCALPHA:
386 return GL_SRC_ALPHA;
387 case WINED3D_BLEND_INVSRCALPHA:
388 return GL_ONE_MINUS_SRC_ALPHA;
389 case WINED3D_BLEND_DESTCOLOR:
390 return GL_DST_COLOR;
391 case WINED3D_BLEND_INVDESTCOLOR:
392 return GL_ONE_MINUS_DST_COLOR;
393 /* To compensate for the lack of format switching with backbuffer
394 * offscreen rendering, and with onscreen rendering, we modify the
395 * alpha test parameters for (INV)DESTALPHA if the render target
396 * doesn't support alpha blending. A nonexistent alpha channel
397 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
398 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
399 case WINED3D_BLEND_DESTALPHA:
400 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
401 case WINED3D_BLEND_INVDESTALPHA:
402 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
403 case WINED3D_BLEND_SRCALPHASAT:
404 return GL_SRC_ALPHA_SATURATE;
405 case WINED3D_BLEND_BLENDFACTOR:
406 return GL_CONSTANT_COLOR_EXT;
407 case WINED3D_BLEND_INVBLENDFACTOR:
408 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
409 case WINED3D_BLEND_SRC1COLOR:
410 return GL_SRC1_COLOR;
411 case WINED3D_BLEND_INVSRC1COLOR:
412 return GL_ONE_MINUS_SRC1_COLOR;
413 case WINED3D_BLEND_SRC1ALPHA:
414 return GL_SRC1_ALPHA;
415 case WINED3D_BLEND_INVSRC1ALPHA:
416 return GL_ONE_MINUS_SRC1_ALPHA;
417 default:
418 FIXME("Unhandled blend factor %#x.\n", factor);
419 return GL_NONE;
423 static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend,
424 enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend,
425 const struct wined3d_format *rt_format)
427 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
428 * source blending values which are still valid up to d3d9. They should
429 * not occur as dest blend values. */
430 if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA)
432 *src_blend = GL_SRC_ALPHA;
433 *dst_blend = GL_ONE_MINUS_SRC_ALPHA;
435 else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
437 *src_blend = GL_ONE_MINUS_SRC_ALPHA;
438 *dst_blend = GL_SRC_ALPHA;
440 else
442 *src_blend = gl_blend_factor(d3d_src_blend, rt_format);
443 *dst_blend = gl_blend_factor(d3d_dst_blend, rt_format);
447 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
449 const struct wined3d_gl_info *gl_info = context->gl_info;
450 const struct wined3d_format *rt_format;
451 BOOL enable_blend, enable_line_smooth;
452 GLenum src_blend, dst_blend;
453 unsigned int rt_fmt_flags;
455 enable_line_smooth = state->render_states[WINED3D_RS_EDGEANTIALIAS]
456 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE];
457 if (enable_line_smooth)
459 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
460 checkGLcall("glEnable(GL_LINE_SMOOTH)");
462 else
464 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
465 checkGLcall("glDisable(GL_LINE_SMOOTH)");
468 enable_blend = state->fb->render_targets[0] && state->render_states[WINED3D_RS_ALPHABLENDENABLE];
469 if (enable_blend)
471 rt_format = state->fb->render_targets[0]->format;
472 rt_fmt_flags = state->fb->render_targets[0]->format_flags;
474 /* Disable blending in all cases even without pixelshaders.
475 * With blending on we could face a big performance penalty.
476 * The d3d9 visual test confirms the behavior. */
477 if (context->render_offscreen && !(rt_fmt_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
478 enable_blend = FALSE;
481 if (enable_blend)
483 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
484 checkGLcall("glEnable(GL_BLEND)");
486 else
488 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
489 checkGLcall("glDisable(GL_BLEND)");
490 if (enable_line_smooth)
491 WARN("LINE/EDGEANTIALIAS enabled with disabled blending.\n");
492 return;
495 gl_blend_from_d3d(&src_blend, &dst_blend,
496 state->render_states[WINED3D_RS_SRCBLEND],
497 state->render_states[WINED3D_RS_DESTBLEND], rt_format);
499 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
500 * blending parameters to work. */
501 if (enable_line_smooth)
503 if (src_blend != GL_SRC_ALPHA)
504 WARN("LINE/EDGEANTIALIAS enabled, but unexpected src blending param.\n");
505 if (dst_blend != GL_ONE_MINUS_SRC_ALPHA && dst_blend != GL_ONE)
506 WARN("LINE/EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
509 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
510 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
511 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
513 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
515 GLenum src_blend_alpha, dst_blend_alpha;
517 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
518 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
520 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
521 return;
524 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha,
525 state->render_states[WINED3D_RS_SRCBLENDALPHA],
526 state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
528 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
529 checkGLcall("glBlendFuncSeparate");
531 else
533 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend);
534 gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend);
535 checkGLcall("glBlendFunc");
538 /* Colorkey fixup for stage 0 alphaop depends on
539 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
540 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
541 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
544 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
546 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
549 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
551 const struct wined3d_gl_info *gl_info = context->gl_info;
552 struct wined3d_color color;
554 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
556 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_BLENDFACTOR]);
557 GL_EXTCALL(glBlendColor(color.r, color.g, color.b, color.a));
558 checkGLcall("glBlendColor");
561 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
563 const struct wined3d_gl_info *gl_info = context->gl_info;
564 int glParm = 0;
565 float ref;
566 BOOL enable_ckey = FALSE;
568 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
570 /* Find out if the texture on the first stage has a ckey set. The alpha
571 * state func reads the texture settings, even though alpha and texture
572 * are not grouped together. This is to avoid making a huge alpha +
573 * texture + texture stage + ckey block due to the hardly used
574 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
575 * function will call alpha in case it finds some texture + colorkeyenable
576 * combination which needs extra care. */
577 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
578 enable_ckey = TRUE;
580 if (enable_ckey || context->last_was_ckey)
581 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
582 context->last_was_ckey = enable_ckey;
584 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
585 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
587 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
588 checkGLcall("glEnable GL_ALPHA_TEST");
590 else
592 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
593 checkGLcall("glDisable GL_ALPHA_TEST");
594 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
595 * enable call
597 return;
600 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
602 glParm = GL_NOTEQUAL;
603 ref = 0.0f;
605 else
607 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
608 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
610 if (glParm)
612 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
613 checkGLcall("glAlphaFunc");
617 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
619 const struct wined3d_gl_info *gl_info = context->gl_info;
620 unsigned int clipplane_count = gl_info->limits.user_clip_distances;
621 unsigned int i, enable_mask, disable_mask;
623 if (use_vs(state) && !context->d3d_info->vs_clipping)
625 static BOOL warned;
627 /* The OpenGL spec says that clipping planes are disabled when using
628 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
629 * driver keeps clipping planes activated with shaders in some
630 * conditions I got sick of tracking down. The shader state handler
631 * disables all clip planes because of that - don't do anything here
632 * and keep them disabled. */
633 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
634 FIXME("Clipping not supported with vertex shaders\n");
635 return;
638 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
639 * The enabled / disabled planes are hardcoded into the shader. Update the
640 * shader to update the enabled clipplanes. In case of fixed function, we
641 * need to update the clipping field from ffp_vertex_settings. */
642 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
644 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
645 * of already set values
648 /* If enabling / disabling all
649 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
651 if (state->render_states[WINED3D_RS_CLIPPING])
653 enable_mask = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
654 disable_mask = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
656 else
658 enable_mask = 0;
659 disable_mask = ~0u;
662 if (clipplane_count < 32)
664 enable_mask &= (1u << clipplane_count) - 1;
665 disable_mask &= (1u << clipplane_count) - 1;
668 for (i = 0; enable_mask && i < clipplane_count; enable_mask >>= 1, ++i)
669 if (enable_mask & 1)
670 gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
671 checkGLcall("clip plane enable");
673 for (i = 0; disable_mask && i < clipplane_count; disable_mask >>= 1, ++i)
674 if (disable_mask & 1)
675 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
676 checkGLcall("clip plane disable");
679 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
681 const struct wined3d_gl_info *gl_info = context->gl_info;
682 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
683 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
684 * specular color. This is wrong:
685 * Separate specular color means the specular colour is maintained separately, whereas
686 * single color means it is merged in. However in both cases they are being used to
687 * some extent.
688 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
689 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
690 * running 1.4 yet!
693 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
694 * Instead, we need to setup the FinalCombiner properly.
696 * The default setup for the FinalCombiner is:
698 * <variable> <input> <mapping> <usage>
699 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
700 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
701 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
702 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
703 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
704 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
705 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
707 * That's pretty much fine as it is, except for variable B, which needs to take
708 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
709 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
712 TRACE("Setting specular enable state and materials\n");
713 if (state->render_states[WINED3D_RS_SPECULARENABLE])
715 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
716 checkGLcall("glMaterialfv");
718 if (state->material.power > gl_info->limits.shininess)
720 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
721 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
722 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
723 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
724 * them, it should be safe to do so without major visual distortions.
726 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
727 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
729 else
731 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
733 checkGLcall("glMaterialf(GL_SHININESS)");
735 if (gl_info->supported[EXT_SECONDARY_COLOR])
736 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
737 else
738 TRACE("Specular colors cannot be enabled in this version of opengl\n");
739 checkGLcall("glEnable(GL_COLOR_SUM)");
741 if (gl_info->supported[NV_REGISTER_COMBINERS])
743 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
744 checkGLcall("glFinalCombinerInputNV()");
746 } else {
747 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
749 /* for the case of enabled lighting: */
750 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
751 checkGLcall("glMaterialfv");
753 /* for the case of disabled lighting: */
754 if (gl_info->supported[EXT_SECONDARY_COLOR])
755 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
756 else
757 TRACE("Specular colors cannot be disabled in this version of opengl\n");
758 checkGLcall("glDisable(GL_COLOR_SUM)");
760 if (gl_info->supported[NV_REGISTER_COMBINERS])
762 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
763 checkGLcall("glFinalCombinerInputNV()");
767 TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
768 TRACE("ambient %s\n", debug_color(&state->material.ambient));
769 TRACE("specular %s\n", debug_color(&state->material.specular));
770 TRACE("emissive %s\n", debug_color(&state->material.emissive));
772 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
773 checkGLcall("glMaterialfv(GL_AMBIENT)");
774 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
775 checkGLcall("glMaterialfv(GL_DIFFUSE)");
776 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
777 checkGLcall("glMaterialfv(GL_EMISSION)");
780 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
782 const struct wined3d_gl_info *gl_info = context->gl_info;
783 struct wined3d_color color;
784 unsigned int i;
786 /* Note the texture color applies to all textures whereas
787 * GL_TEXTURE_ENV_COLOR applies to active only. */
788 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
790 /* And now the default texture color as well */
791 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
793 /* Note the WINED3D_RS value applies to all textures, but GL has one
794 * per texture, so apply it now ready to be used! */
795 context_active_texture(context, gl_info, i);
797 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
798 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
802 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
803 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
805 const struct wined3d_gl_info *gl_info = context->gl_info;
807 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
808 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
809 GL_EXTCALL(glActiveStencilFaceEXT(face));
810 checkGLcall("glActiveStencilFaceEXT(...)");
811 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
812 checkGLcall("glStencilFunc(...)");
813 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
814 checkGLcall("glStencilOp(...)");
817 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
819 switch (op)
821 case WINED3D_STENCIL_OP_KEEP:
822 return GL_KEEP;
823 case WINED3D_STENCIL_OP_ZERO:
824 return GL_ZERO;
825 case WINED3D_STENCIL_OP_REPLACE:
826 return GL_REPLACE;
827 case WINED3D_STENCIL_OP_INCR_SAT:
828 return GL_INCR;
829 case WINED3D_STENCIL_OP_DECR_SAT:
830 return GL_DECR;
831 case WINED3D_STENCIL_OP_INVERT:
832 return GL_INVERT;
833 case WINED3D_STENCIL_OP_INCR:
834 return GL_INCR_WRAP;
835 case WINED3D_STENCIL_OP_DECR:
836 return GL_DECR_WRAP;
837 default:
838 FIXME("Unrecognized stencil op %#x.\n", op);
839 return GL_KEEP;
843 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
845 const struct wined3d_gl_info *gl_info = context->gl_info;
846 DWORD onesided_enable;
847 DWORD twosided_enable;
848 GLint func;
849 GLint func_back;
850 GLint ref;
851 GLuint mask;
852 GLint stencilFail;
853 GLint stencilFail_back;
854 GLint stencilPass;
855 GLint stencilPass_back;
856 GLint depthFail;
857 GLint depthFail_back;
859 /* No stencil test without a stencil buffer. */
860 if (!state->fb->depth_stencil)
862 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
863 checkGLcall("glDisable GL_STENCIL_TEST");
864 return;
867 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
868 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
869 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
870 func = GL_ALWAYS;
871 if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
872 func_back = GL_ALWAYS;
873 ref = state->render_states[WINED3D_RS_STENCILREF];
874 mask = state->render_states[WINED3D_RS_STENCILMASK];
875 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
876 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
877 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
878 stencilFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILFAIL]);
879 depthFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
880 stencilPass_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILPASS]);
882 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
883 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
884 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
885 onesided_enable, twosided_enable, ref, mask,
886 func, stencilFail, depthFail, stencilPass,
887 func_back, stencilFail_back, depthFail_back, stencilPass_back);
889 if (twosided_enable && onesided_enable)
891 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
892 checkGLcall("glEnable GL_STENCIL_TEST");
894 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
896 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
897 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
898 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask));
899 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
900 checkGLcall("setting two sided stencil state");
902 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
904 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
905 * which has an effect on the code below too. If we apply the front face
906 * afterwards, we are sure that the active stencil face is set to front,
907 * and other stencil functions which do not use two sided stencil do not have
908 * to set it back
910 renderstate_stencil_twosided(context, GL_BACK,
911 func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back);
912 renderstate_stencil_twosided(context, GL_FRONT,
913 func, ref, mask, stencilFail, depthFail, stencilPass);
915 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
917 GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask));
918 checkGLcall("glStencilFuncSeparateATI(...)");
919 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
920 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
921 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
922 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
924 else
926 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
929 else if(onesided_enable)
931 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
933 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
934 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
937 /* This code disables the ATI extension as well, since the standard stencil functions are equal
938 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
940 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
941 checkGLcall("glEnable GL_STENCIL_TEST");
942 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
943 checkGLcall("glStencilFunc(...)");
944 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
945 checkGLcall("glStencilOp(...)");
947 else
949 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
950 checkGLcall("glDisable GL_STENCIL_TEST");
954 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
956 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
957 const struct wined3d_gl_info *gl_info = context->gl_info;
959 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
960 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
961 gl_info->gl_ops.gl.p_glStencilMask(mask);
962 checkGLcall("glStencilMask");
963 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
964 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
965 gl_info->gl_ops.gl.p_glStencilMask(mask);
968 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
970 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
971 const struct wined3d_gl_info *gl_info = context->gl_info;
973 gl_info->gl_ops.gl.p_glStencilMask(mask);
974 checkGLcall("glStencilMask");
977 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
979 const struct wined3d_gl_info *gl_info = context->gl_info;
981 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
983 if (!state->render_states[WINED3D_RS_FOGENABLE])
984 return;
986 /* Table fog on: Never use fog coords, and use per-fragment fog */
987 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
989 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
990 if (context->fog_coord)
992 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
993 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
994 context->fog_coord = FALSE;
997 /* Range fog is only used with per-vertex fog in d3d */
998 if (gl_info->supported[NV_FOG_DISTANCE])
1000 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1001 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1003 return;
1006 /* Otherwise use per-vertex fog in any case */
1007 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
1009 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
1011 /* No fog at all, or transformed vertices: Use fog coord */
1012 if (!context->fog_coord)
1014 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1015 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1016 context->fog_coord = TRUE;
1019 else
1021 /* Otherwise, use the fragment depth */
1022 if (context->fog_coord)
1024 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1025 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1026 context->fog_coord = FALSE;
1029 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1031 if (gl_info->supported[NV_FOG_DISTANCE])
1033 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1034 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1036 else
1038 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1041 else if (gl_info->supported[NV_FOG_DISTANCE])
1043 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1044 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1049 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1051 const struct wined3d_gl_info *gl_info = context->gl_info;
1052 float fogstart, fogend;
1054 get_fog_start_end(context, state, &fogstart, &fogend);
1056 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1057 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1058 TRACE("Fog Start == %f\n", fogstart);
1060 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1061 checkGLcall("glFogf(GL_FOG_END, fogend)");
1062 TRACE("Fog End == %f\n", fogend);
1065 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1067 const struct wined3d_gl_info *gl_info = context->gl_info;
1068 enum fogsource new_source;
1069 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1070 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1072 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1074 if (!state->render_states[WINED3D_RS_FOGENABLE])
1076 /* No fog? Disable it, and we're done :-) */
1077 glDisableWINE(GL_FOG);
1078 checkGLcall("glDisable GL_FOG");
1079 return;
1082 /* Fog Rules:
1084 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1085 * It can use the Z value of the vertex, or the alpha component of the specular color.
1086 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1087 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1088 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1090 * FOGTABLEMODE != NONE:
1091 * The Z value is used, with the equation specified, no matter what vertex type.
1093 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1094 * Per vertex fog is calculated using the specified fog equation and the parameters
1096 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1097 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1098 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1101 * Rules for vertex fog with shaders:
1103 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1104 * the fog computation to happen during transformation while openGL expects it to happen
1105 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1106 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1107 * To solve this problem, WineD3D does:
1108 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1109 * shader,
1110 * and 2) disables the fog computation (in either the fixed function or programmable
1111 * rasterizer) if using a vertex program.
1113 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1114 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1115 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1116 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1117 * There are some GL differences between specular fog coords and vertex shaders though.
1119 * With table fog the vertex shader fog coordinate is ignored.
1121 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1122 * without shaders).
1125 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1126 * the system will apply only pixel(=table) fog effects."
1128 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1130 if (use_vs(state))
1132 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1133 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1134 new_source = FOGSOURCE_VS;
1136 else
1138 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1140 /* If processed vertices are used, fall through to the NONE case */
1141 case WINED3D_FOG_EXP:
1142 if (!context->last_was_rhw)
1144 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1145 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1146 new_source = FOGSOURCE_FFP;
1147 break;
1149 /* drop through */
1151 case WINED3D_FOG_EXP2:
1152 if (!context->last_was_rhw)
1154 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1155 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1156 new_source = FOGSOURCE_FFP;
1157 break;
1159 /* drop through */
1161 case WINED3D_FOG_LINEAR:
1162 if (!context->last_was_rhw)
1164 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1165 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1166 new_source = FOGSOURCE_FFP;
1167 break;
1169 /* drop through */
1171 case WINED3D_FOG_NONE:
1172 /* Both are none? According to msdn the alpha channel of
1173 * the specular colour contains a fog factor. Set it in
1174 * draw_primitive_immediate_mode(). Same happens with
1175 * vertex fog on transformed vertices. */
1176 new_source = FOGSOURCE_COORD;
1177 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1178 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1179 break;
1181 default:
1182 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1183 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1184 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1187 } else {
1188 new_source = FOGSOURCE_FFP;
1190 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1192 case WINED3D_FOG_EXP:
1193 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1194 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1195 break;
1197 case WINED3D_FOG_EXP2:
1198 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1199 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1200 break;
1202 case WINED3D_FOG_LINEAR:
1203 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1204 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1205 break;
1207 case WINED3D_FOG_NONE: /* Won't happen */
1208 default:
1209 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1210 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1214 glEnableWINE(GL_FOG);
1215 checkGLcall("glEnable GL_FOG");
1216 if (new_source != context->fog_source || fogstart == fogend)
1218 context->fog_source = new_source;
1219 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1223 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1225 const struct wined3d_gl_info *gl_info = context->gl_info;
1226 struct wined3d_color color;
1228 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1229 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
1230 checkGLcall("glFog GL_FOG_COLOR");
1233 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1235 const struct wined3d_gl_info *gl_info = context->gl_info;
1236 union {
1237 DWORD d;
1238 float f;
1239 } tmpvalue;
1241 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1242 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1243 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1246 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1248 const struct wined3d_gl_info *gl_info = context->gl_info;
1249 GLenum Parm = 0;
1251 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1252 * The vertex declaration will call this function if the fixed function pipeline is used.
1255 if(isStateDirty(context, STATE_VDECL)) {
1256 return;
1259 context->num_untracked_materials = 0;
1260 if ((context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1261 && state->render_states[WINED3D_RS_COLORVERTEX])
1263 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1264 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1265 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1266 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1267 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1269 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1271 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1272 Parm = GL_AMBIENT_AND_DIFFUSE;
1273 else
1274 Parm = GL_DIFFUSE;
1275 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1277 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1278 context->num_untracked_materials++;
1280 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1282 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1283 context->num_untracked_materials++;
1286 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1288 Parm = GL_AMBIENT;
1289 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1291 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1292 context->num_untracked_materials++;
1294 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1296 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1297 context->num_untracked_materials++;
1300 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1302 Parm = GL_EMISSION;
1303 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1305 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1306 context->num_untracked_materials++;
1309 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1311 Parm = GL_SPECULAR;
1315 /* Nothing changed, return. */
1316 if (Parm == context->tracking_parm) return;
1318 if (!Parm)
1320 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1321 checkGLcall("glDisable GL_COLOR_MATERIAL");
1323 else
1325 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1326 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1327 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1328 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1331 /* Apparently calls to glMaterialfv are ignored for properties we're
1332 * tracking with glColorMaterial, so apply those here. */
1333 switch (context->tracking_parm)
1335 case GL_AMBIENT_AND_DIFFUSE:
1336 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1337 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1338 checkGLcall("glMaterialfv");
1339 break;
1341 case GL_DIFFUSE:
1342 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1343 checkGLcall("glMaterialfv");
1344 break;
1346 case GL_AMBIENT:
1347 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1348 checkGLcall("glMaterialfv");
1349 break;
1351 case GL_EMISSION:
1352 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1353 checkGLcall("glMaterialfv");
1354 break;
1356 case GL_SPECULAR:
1357 /* Only change material color if specular is enabled, otherwise it is set to black */
1358 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1360 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1361 checkGLcall("glMaterialfv");
1363 else
1365 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1366 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1367 checkGLcall("glMaterialfv");
1369 break;
1372 context->tracking_parm = Parm;
1375 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1377 const struct wined3d_gl_info *gl_info = context->gl_info;
1378 union
1380 DWORD d;
1381 struct wined3d_line_pattern lp;
1382 } tmppattern;
1383 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1385 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1387 if (tmppattern.lp.repeat_factor)
1389 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1390 checkGLcall("glLineStipple(repeat, linepattern)");
1391 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1392 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1394 else
1396 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1397 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1401 static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1403 static unsigned int once;
1405 if (!once++)
1406 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1409 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1411 const struct wined3d_gl_info *gl_info = context->gl_info;
1413 if (isStateDirty(context, STATE_VDECL))
1414 return;
1416 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1417 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1418 * by zero and is not properly defined in opengl, so avoid it
1420 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1421 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1423 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1424 checkGLcall("glEnable(GL_NORMALIZE);");
1426 else
1428 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1429 checkGLcall("glDisable(GL_NORMALIZE);");
1433 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1435 float min, max;
1437 get_pointsize_minmax(context, state, &min, &max);
1439 if (min != 1.0f)
1440 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1441 if (max != 64.0f)
1442 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1445 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1447 const struct wined3d_gl_info *gl_info = context->gl_info;
1448 float min, max;
1450 get_pointsize_minmax(context, state, &min, &max);
1452 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1453 checkGLcall("glPointParameterfEXT(...)");
1454 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1455 checkGLcall("glPointParameterfEXT(...)");
1458 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1460 const struct wined3d_gl_info *gl_info = context->gl_info;
1461 float min, max;
1463 get_pointsize_minmax(context, state, &min, &max);
1465 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1466 checkGLcall("glPointParameterfARB(...)");
1467 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1468 checkGLcall("glPointParameterfARB(...)");
1471 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1473 const struct wined3d_gl_info *gl_info = context->gl_info;
1474 float att[3];
1475 float pointsize;
1477 get_pointsize(context, state, &pointsize, att);
1479 if (gl_info->supported[ARB_POINT_PARAMETERS])
1481 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1482 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1484 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1486 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1487 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1489 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1491 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1494 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1495 checkGLcall("glPointSize(...);");
1498 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1500 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1503 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1505 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1506 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1507 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1508 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1509 const struct wined3d_gl_info *gl_info = context->gl_info;
1511 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1512 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1513 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1514 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1515 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1516 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1517 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1518 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1519 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1520 checkGLcall("glColorMask(...)");
1522 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1523 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1525 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1526 mask0, mask1, mask2, mask3);
1527 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1531 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1533 GL_EXTCALL(glColorMaski(index,
1534 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1535 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1536 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1537 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1538 checkGLcall("glColorMaski");
1541 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1543 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1546 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1548 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1551 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1553 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1556 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1558 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1561 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1563 const struct wined3d_gl_info *gl_info = context->gl_info;
1565 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1567 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1568 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1570 else
1572 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1573 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1577 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1579 if (state->render_states[WINED3D_RS_LASTPIXEL])
1581 TRACE("Last Pixel Drawing Enabled\n");
1583 else
1585 static BOOL warned;
1586 if (!warned) {
1587 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1588 warned = TRUE;
1589 } else {
1590 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1595 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1597 static BOOL warned;
1599 /* TODO: NV_POINT_SPRITE */
1600 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1602 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1603 FIXME("Point sprites not supported\n");
1604 warned = TRUE;
1608 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1610 const struct wined3d_gl_info *gl_info = context->gl_info;
1612 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1614 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1615 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1617 else
1619 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1620 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1624 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1626 static unsigned int once;
1628 if ((state->render_states[WINED3D_RS_WRAP0]
1629 || state->render_states[WINED3D_RS_WRAP1]
1630 || state->render_states[WINED3D_RS_WRAP2]
1631 || state->render_states[WINED3D_RS_WRAP3]
1632 || state->render_states[WINED3D_RS_WRAP4]
1633 || state->render_states[WINED3D_RS_WRAP5]
1634 || state->render_states[WINED3D_RS_WRAP6]
1635 || state->render_states[WINED3D_RS_WRAP7]
1636 || state->render_states[WINED3D_RS_WRAP8]
1637 || state->render_states[WINED3D_RS_WRAP9]
1638 || state->render_states[WINED3D_RS_WRAP10]
1639 || state->render_states[WINED3D_RS_WRAP11]
1640 || state->render_states[WINED3D_RS_WRAP12]
1641 || state->render_states[WINED3D_RS_WRAP13]
1642 || state->render_states[WINED3D_RS_WRAP14]
1643 || state->render_states[WINED3D_RS_WRAP15])
1644 && !once++)
1645 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1648 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1650 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1651 WARN("Multisample antialiasing not supported by GL.\n");
1654 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1656 const struct wined3d_gl_info *gl_info = context->gl_info;
1658 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1660 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1661 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1663 else
1665 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1666 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1670 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1672 const struct wined3d_gl_info *gl_info = context->gl_info;
1674 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1676 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1677 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1679 else
1681 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1682 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1686 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1687 * OpenGL the bias is specified in units of "the smallest value that is
1688 * guaranteed to produce a resolvable offset for a given implementation". To
1689 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1690 * We try to detect the value from GL with test draws. On most drivers (r300g,
1691 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1692 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1693 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1694 * not depend on the depth buffer precision on any driver.
1696 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1697 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1699 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1700 * doesn't need to be scaled to account for GL vs D3D differences. */
1701 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1703 const struct wined3d_gl_info *gl_info = context->gl_info;
1705 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1706 || state->render_states[WINED3D_RS_DEPTHBIAS])
1708 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1709 float scale;
1711 union
1713 DWORD d;
1714 float f;
1715 } scale_bias, const_bias;
1717 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1718 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1720 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1721 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1723 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS)
1725 float bias = -(float)const_bias.d;
1726 gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
1727 checkGLcall("glPolygonOffset");
1729 else
1731 if (depth)
1733 if (depth->format_flags & WINED3DFMT_FLAG_FLOAT)
1734 scale = gl_info->float_polyoffset_scale;
1735 else
1736 scale = gl_info->fixed_polyoffset_scale;
1738 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1739 debug_d3dformat(depth->format->id), scale);
1741 else
1743 /* The context manager will reapply this state on a depth stencil change */
1744 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1745 scale = 0.0f;
1748 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1749 checkGLcall("glPolygonOffset(...)");
1752 else
1754 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1755 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1759 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1761 if (state->render_states[WINED3D_RS_ZVISIBLE])
1762 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1765 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1767 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1768 FIXME("Stippled Alpha not supported yet.\n");
1771 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1773 if (state->render_states[WINED3D_RS_ANTIALIAS])
1774 FIXME("Antialias not supported yet.\n");
1777 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1779 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1780 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1781 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1784 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1786 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1787 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1788 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1791 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1793 union {
1794 DWORD d;
1795 float f;
1796 } tmpvalue;
1797 tmpvalue.f = 1.0f;
1799 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1801 static BOOL displayed = FALSE;
1803 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1804 if(!displayed)
1805 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1807 displayed = TRUE;
1811 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1813 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1814 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1815 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1818 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1820 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1821 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1822 state->render_states[WINED3D_RS_NORMALDEGREE]);
1825 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1827 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1828 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1829 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1832 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1834 union {
1835 DWORD d;
1836 float f;
1837 } zmin, zmax;
1839 const struct wined3d_gl_info *gl_info = context->gl_info;
1841 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1843 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1844 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1846 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1847 * In d3d9 test is not performed in this case*/
1848 if (zmin.f <= zmax.f)
1850 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1851 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1852 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1853 checkGLcall("glDepthBoundsEXT(...)");
1855 else
1857 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1858 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1861 else
1863 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1864 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1867 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1870 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1872 if (state->render_states[WINED3D_RS_WRAPU])
1873 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1876 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1878 if (state->render_states[WINED3D_RS_WRAPV])
1879 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1882 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1884 if (state->render_states[WINED3D_RS_MONOENABLE])
1885 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1888 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1890 if (state->render_states[WINED3D_RS_ROP2])
1891 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1894 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1896 if (state->render_states[WINED3D_RS_PLANEMASK])
1897 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1900 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1902 if (state->render_states[WINED3D_RS_SUBPIXEL])
1903 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1906 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1908 if (state->render_states[WINED3D_RS_SUBPIXELX])
1909 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1912 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1914 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1915 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1918 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1920 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1921 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1924 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1926 if (state->render_states[WINED3D_RS_ANISOTROPY])
1927 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1930 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1932 if (state->render_states[WINED3D_RS_FLUSHBATCH])
1933 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
1936 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1938 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
1939 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1942 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1944 if (state->render_states[WINED3D_RS_EXTENTS])
1945 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
1948 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1950 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
1951 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
1954 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1956 static int once;
1957 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
1959 if (!once++)
1960 FIXME("Software vertex processing not implemented.\n");
1964 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1965 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1966 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1967 * flag specifies the complement of the input should be used. */
1968 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1969 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1971 /* Calculate the operand */
1972 if (complement) {
1973 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1974 else *operand = GL_ONE_MINUS_SRC_COLOR;
1975 } else {
1976 if (from_alpha) *operand = GL_SRC_ALPHA;
1977 else *operand = GL_SRC_COLOR;
1980 /* Calculate the source */
1981 switch (arg & WINED3DTA_SELECTMASK) {
1982 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1983 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1984 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1985 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1986 case WINED3DTA_SPECULAR:
1988 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1989 * 'Secondary color' and isn't supported until base GL supports it
1990 * There is no concept of temp registers as far as I can tell
1992 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1993 *source = GL_TEXTURE;
1994 break;
1995 default:
1996 FIXME("Unrecognized texture arg %#x\n", arg);
1997 *source = GL_TEXTURE;
1998 break;
2002 /* Setup the texture operations texture stage states */
2003 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2004 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2006 GLenum src1, src2, src3;
2007 GLenum opr1, opr2, opr3;
2008 GLenum comb_target;
2009 GLenum src0_target, src1_target, src2_target;
2010 GLenum opr0_target, opr1_target, opr2_target;
2011 GLenum scal_target;
2012 GLenum opr=0, invopr, src3_target, opr3_target;
2013 BOOL Handled = FALSE;
2015 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2017 /* Operations usually involve two args, src0 and src1 and are operations
2018 * of the form (a1 <operation> a2). However, some of the more complex
2019 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2020 * Microsoft added in a third parameter called a0. Therefore these are
2021 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2022 * parameter goes to the front.
2024 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2025 * actual functions below, expect their syntax to differ slightly to those
2026 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2027 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2029 if (isAlpha)
2031 comb_target = GL_COMBINE_ALPHA;
2032 src0_target = GL_SOURCE0_ALPHA;
2033 src1_target = GL_SOURCE1_ALPHA;
2034 src2_target = GL_SOURCE2_ALPHA;
2035 opr0_target = GL_OPERAND0_ALPHA;
2036 opr1_target = GL_OPERAND1_ALPHA;
2037 opr2_target = GL_OPERAND2_ALPHA;
2038 scal_target = GL_ALPHA_SCALE;
2040 else
2042 comb_target = GL_COMBINE_RGB;
2043 src0_target = GL_SOURCE0_RGB;
2044 src1_target = GL_SOURCE1_RGB;
2045 src2_target = GL_SOURCE2_RGB;
2046 opr0_target = GL_OPERAND0_RGB;
2047 opr1_target = GL_OPERAND1_RGB;
2048 opr2_target = GL_OPERAND2_RGB;
2049 scal_target = GL_RGB_SCALE;
2052 /* If a texture stage references an invalid texture unit the stage just
2053 * passes through the result from the previous stage */
2054 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2056 arg1 = WINED3DTA_CURRENT;
2057 op = WINED3D_TOP_SELECT_ARG1;
2060 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2062 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2063 } else {
2064 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2066 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2067 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2069 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2071 Handled = TRUE; /* Assume will be handled */
2073 /* Other texture operations require special extensions: */
2074 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2076 if (isAlpha) {
2077 opr = GL_SRC_ALPHA;
2078 invopr = GL_ONE_MINUS_SRC_ALPHA;
2079 src3_target = GL_SOURCE3_ALPHA_NV;
2080 opr3_target = GL_OPERAND3_ALPHA_NV;
2081 } else {
2082 opr = GL_SRC_COLOR;
2083 invopr = GL_ONE_MINUS_SRC_COLOR;
2084 src3_target = GL_SOURCE3_RGB_NV;
2085 opr3_target = GL_OPERAND3_RGB_NV;
2087 switch (op)
2089 case WINED3D_TOP_DISABLE: /* Only for alpha */
2090 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2091 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2092 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2093 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2094 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2095 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2096 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2097 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2098 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2099 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2100 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2101 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2102 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2103 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2104 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2105 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2106 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2107 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2108 break;
2110 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2111 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2112 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2113 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2114 if (op == WINED3D_TOP_SELECT_ARG1)
2116 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2117 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2118 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2119 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2121 else
2123 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2124 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2125 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2126 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2128 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2129 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2130 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2131 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2132 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2133 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2134 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2135 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2136 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2137 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2138 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2139 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2140 break;
2142 case WINED3D_TOP_MODULATE:
2143 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2144 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2145 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2146 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2147 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2148 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2149 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2150 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2151 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2152 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2153 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2154 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2155 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2156 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2157 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2158 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2159 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2160 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2161 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2162 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2163 break;
2164 case WINED3D_TOP_MODULATE_2X:
2165 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2166 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2167 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2168 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2169 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2170 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2171 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2172 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2173 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2174 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2175 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2176 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2177 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2178 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2179 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2180 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2181 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2182 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2183 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2184 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2185 break;
2186 case WINED3D_TOP_MODULATE_4X:
2187 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2188 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2189 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2190 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2191 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2192 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2193 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2194 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2195 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2196 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2197 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2198 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2199 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2200 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2201 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2202 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2203 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2204 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2205 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2206 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2207 break;
2209 case WINED3D_TOP_ADD:
2210 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2211 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2212 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2213 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2214 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2215 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2216 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2217 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2218 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2219 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2220 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2221 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2222 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2223 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2224 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2225 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2226 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2227 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2228 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2229 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2230 break;
2232 case WINED3D_TOP_ADD_SIGNED:
2233 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2234 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2235 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2236 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2237 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2238 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2239 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2240 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2241 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2242 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2243 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2244 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2245 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2246 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2247 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2248 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2249 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2250 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2251 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2252 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2253 break;
2255 case WINED3D_TOP_ADD_SIGNED_2X:
2256 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2257 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2258 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2259 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2260 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2261 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2262 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2263 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2264 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2265 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2266 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2267 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2268 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2269 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2270 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2271 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2272 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2273 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2274 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2275 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2276 break;
2278 case WINED3D_TOP_ADD_SMOOTH:
2279 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2280 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2281 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2282 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2283 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2284 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2285 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2286 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2287 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2288 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2289 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2290 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2291 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2292 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2293 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2294 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2295 switch (opr1) {
2296 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2297 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2298 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2299 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2301 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2302 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2303 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2304 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2305 break;
2307 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2308 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2309 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2310 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2311 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2312 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2313 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2314 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2315 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2316 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2317 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2318 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2319 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2320 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2321 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2322 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2323 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2324 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2325 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2326 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2327 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2328 break;
2329 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2330 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2331 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2332 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2333 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2335 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2337 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2339 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2340 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2341 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2342 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2343 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2344 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2345 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2346 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2347 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2348 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2349 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2350 break;
2351 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2352 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2353 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2354 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2355 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2356 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2357 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2358 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2359 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2360 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2361 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2362 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2363 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2364 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2365 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2366 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2367 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2368 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2369 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2370 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2371 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2372 break;
2373 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2374 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2375 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2376 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2377 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2378 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2379 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2380 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2381 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2383 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2385 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2387 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2389 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2391 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2393 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2394 break;
2395 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2397 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2399 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2401 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2403 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2404 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2405 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2407 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2409 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2411 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2412 switch (opr) {
2413 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2414 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2416 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2417 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2418 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2419 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2420 break;
2421 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2423 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2424 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2425 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2426 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2427 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2429 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2431 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2433 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2434 switch (opr1) {
2435 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2436 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2438 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2439 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2441 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2442 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2443 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2445 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2446 break;
2447 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2449 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2451 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2453 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2455 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2456 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2457 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2458 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2459 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2460 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2461 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2463 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2464 switch (opr1) {
2465 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2466 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2467 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2468 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2470 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2471 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2472 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2473 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2474 break;
2475 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2476 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2477 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2478 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2479 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2480 switch (opr1) {
2481 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2482 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2483 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2484 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2486 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2487 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2488 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2489 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2490 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2491 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2492 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2493 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2494 switch (opr1) {
2495 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2496 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2498 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2499 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2500 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2501 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2502 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2503 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2504 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2505 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2506 break;
2507 case WINED3D_TOP_MULTIPLY_ADD:
2508 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2509 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2510 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2511 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2513 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2515 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2516 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2517 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2519 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2521 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2523 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2525 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2526 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2527 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2528 break;
2530 case WINED3D_TOP_BUMPENVMAP:
2531 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2532 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2533 Handled = FALSE;
2534 break;
2536 default:
2537 Handled = FALSE;
2539 if (Handled)
2541 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2542 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2544 return;
2546 } /* GL_NV_texture_env_combine4 */
2548 Handled = TRUE; /* Again, assume handled */
2549 switch (op) {
2550 case WINED3D_TOP_DISABLE: /* Only for alpha */
2551 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2552 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2553 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2554 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2555 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2556 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2557 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2558 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2559 break;
2560 case WINED3D_TOP_SELECT_ARG1:
2561 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2562 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2563 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2564 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2565 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2566 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2567 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2568 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2569 break;
2570 case WINED3D_TOP_SELECT_ARG2:
2571 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2572 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2573 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2574 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2575 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2576 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2577 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2578 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2579 break;
2580 case WINED3D_TOP_MODULATE:
2581 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2582 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2583 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2584 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2585 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2586 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2587 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2588 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2589 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2590 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2591 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2592 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2593 break;
2594 case WINED3D_TOP_MODULATE_2X:
2595 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2596 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2597 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2598 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2599 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2600 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2601 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2602 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2603 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2604 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2605 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2606 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2607 break;
2608 case WINED3D_TOP_MODULATE_4X:
2609 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2610 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2611 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2612 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2613 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2614 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2615 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2616 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2617 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2618 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2619 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2620 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2621 break;
2622 case WINED3D_TOP_ADD:
2623 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2624 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2625 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2626 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2628 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2630 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2631 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2632 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2634 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2635 break;
2636 case WINED3D_TOP_ADD_SIGNED:
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2638 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2640 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2641 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2642 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2643 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2644 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2645 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2646 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2648 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2649 break;
2650 case WINED3D_TOP_ADD_SIGNED_2X:
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2652 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2654 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2655 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2656 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2658 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2660 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2662 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2663 break;
2664 case WINED3D_TOP_SUBTRACT:
2665 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2668 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2670 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2672 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2673 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2674 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2676 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2677 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2678 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2679 } else {
2680 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2682 break;
2684 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2685 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2686 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2687 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2688 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2690 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2691 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2692 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2693 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2694 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2695 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2696 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2697 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2698 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2699 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2700 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2701 break;
2702 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2704 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2705 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2706 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2708 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2710 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2711 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2712 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2714 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2715 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2716 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2718 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2719 break;
2720 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2722 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2723 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2724 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2725 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2726 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2727 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2728 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2729 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2730 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2732 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2734 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2735 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2736 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2737 break;
2738 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2739 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2740 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2741 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2742 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2743 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2744 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2745 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2746 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2747 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2748 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2749 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2750 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2751 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2752 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2753 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2754 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2755 break;
2756 case WINED3D_TOP_DOTPRODUCT3:
2757 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2759 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2760 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2762 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2764 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2765 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2766 } else {
2767 FIXME("This version of opengl does not support GL_DOT3\n");
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2770 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2771 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2772 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2773 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2774 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2775 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2776 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2777 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2778 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2779 break;
2780 case WINED3D_TOP_LERP:
2781 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2782 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2783 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2784 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2785 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2786 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2788 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2789 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2790 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2791 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2792 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2794 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2795 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2796 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2797 break;
2798 case WINED3D_TOP_ADD_SMOOTH:
2799 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2801 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2802 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2803 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2804 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2805 switch (opr1) {
2806 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2807 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2808 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2809 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2811 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2812 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2813 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2814 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2815 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2816 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2817 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2818 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2819 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2820 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2821 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2822 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2823 } else
2824 Handled = FALSE;
2825 break;
2826 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2827 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2829 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2830 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2831 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2832 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2833 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2834 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2835 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2836 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2837 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2838 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2839 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2840 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2841 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2842 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2843 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2844 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2845 } else
2846 Handled = FALSE;
2847 break;
2848 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2849 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2851 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2852 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2853 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2854 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2855 switch (opr1) {
2856 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2857 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2858 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2859 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2861 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2862 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2863 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2864 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2865 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2866 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2867 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2868 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2869 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2870 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2871 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2872 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2873 } else
2874 Handled = FALSE;
2875 break;
2876 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2877 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2879 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2880 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2881 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2882 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2883 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2884 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2885 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2886 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2887 switch (opr1) {
2888 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2889 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2890 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2891 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2893 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2894 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2895 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2896 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2897 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2898 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2899 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2900 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2901 } else
2902 Handled = FALSE;
2903 break;
2904 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2905 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2907 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2908 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2909 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2910 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2911 switch (opr1) {
2912 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2913 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2914 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2915 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2917 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2918 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2919 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2920 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2921 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2922 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2923 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2924 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2925 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2926 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2927 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2928 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2929 } else
2930 Handled = FALSE;
2931 break;
2932 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2933 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2935 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2936 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2937 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2938 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2939 switch (opr1) {
2940 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2941 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2942 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2943 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2945 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2946 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2947 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2948 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2949 switch (opr1) {
2950 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2951 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2952 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2953 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2955 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2956 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2957 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2958 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2959 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2960 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2961 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2962 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2963 } else
2964 Handled = FALSE;
2965 break;
2966 case WINED3D_TOP_MULTIPLY_ADD:
2967 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2969 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2970 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2971 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2972 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2973 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2974 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2975 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2976 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2977 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2978 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2979 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2980 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2981 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2982 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2983 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2984 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2985 } else
2986 Handled = FALSE;
2987 break;
2988 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2989 case WINED3D_TOP_BUMPENVMAP:
2990 if (gl_info->supported[NV_TEXTURE_SHADER2])
2992 /* Technically texture shader support without register combiners is possible, but not expected to occur
2993 * on real world cards, so for now a fixme should be enough
2995 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2997 Handled = FALSE;
2998 break;
3000 default:
3001 Handled = FALSE;
3004 if (Handled) {
3005 BOOL combineOK = TRUE;
3006 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3008 DWORD op2;
3010 if (isAlpha)
3011 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3012 else
3013 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3015 /* Note: If COMBINE4 in effect can't go back to combine! */
3016 switch (op2)
3018 case WINED3D_TOP_ADD_SMOOTH:
3019 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3020 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3021 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3022 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3023 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3024 case WINED3D_TOP_MULTIPLY_ADD:
3025 /* Ignore those implemented in both cases */
3026 switch (op)
3028 case WINED3D_TOP_SELECT_ARG1:
3029 case WINED3D_TOP_SELECT_ARG2:
3030 combineOK = FALSE;
3031 Handled = FALSE;
3032 break;
3033 default:
3034 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3035 return;
3040 if (combineOK)
3042 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3043 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3045 return;
3049 /* After all the extensions, if still unhandled, report fixme */
3050 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3054 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3056 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3057 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3058 DWORD mapped_stage = context->tex_unit_map[stage];
3059 const struct wined3d_gl_info *gl_info = context->gl_info;
3061 TRACE("Setting color op for stage %d\n", stage);
3063 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3064 if (use_ps(state)) return;
3066 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3068 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3070 if (tex_used && mapped_stage >= gl_info->limits.textures)
3072 FIXME("Attempt to enable unsupported stage!\n");
3073 return;
3075 context_active_texture(context, gl_info, mapped_stage);
3078 if (stage >= context->lowest_disabled_stage)
3080 TRACE("Stage disabled\n");
3081 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3083 /* Disable everything here */
3084 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3085 checkGLcall("glDisable(GL_TEXTURE_2D)");
3086 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3087 checkGLcall("glDisable(GL_TEXTURE_3D)");
3088 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3090 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3091 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3093 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3095 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3096 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3099 /* All done */
3100 return;
3103 /* The sampler will also activate the correct texture dimensions, so no
3104 * need to do it here if the sampler for this stage is dirty. */
3105 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3106 texture_activate_dimensions(state->textures[stage], gl_info);
3108 set_tex_op(gl_info, state, FALSE, stage,
3109 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3110 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3111 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3112 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3115 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3117 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3118 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3119 DWORD mapped_stage = context->tex_unit_map[stage];
3120 const struct wined3d_gl_info *gl_info = context->gl_info;
3121 DWORD op, arg1, arg2, arg0;
3123 TRACE("Setting alpha op for stage %d\n", stage);
3124 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3125 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3127 if (tex_used && mapped_stage >= gl_info->limits.textures)
3129 FIXME("Attempt to enable unsupported stage!\n");
3130 return;
3132 context_active_texture(context, gl_info, mapped_stage);
3135 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3136 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3137 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3138 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3140 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3142 struct wined3d_texture *texture = state->textures[0];
3143 GLenum texture_dimensions = texture->target;
3145 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3147 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3149 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3150 * properly. On the other hand applications can still use texture combiners apparently. This code
3151 * takes care that apps cannot remove the texture's alpha channel entirely.
3153 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3154 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3155 * and alpha component of diffuse color to draw things like translucent text and perform other
3156 * blending effects.
3158 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3159 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3160 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3161 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3162 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3163 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3164 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3165 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3166 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3167 * alpha.
3169 * What to do with multitexturing? So far no app has been found that uses color keying with
3170 * multitexturing */
3171 if (op == WINED3D_TOP_DISABLE)
3173 arg1 = WINED3DTA_TEXTURE;
3174 op = WINED3D_TOP_SELECT_ARG1;
3176 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3178 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3180 arg2 = WINED3DTA_TEXTURE;
3181 op = WINED3D_TOP_MODULATE;
3183 else arg1 = WINED3DTA_TEXTURE;
3185 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3187 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3189 arg1 = WINED3DTA_TEXTURE;
3190 op = WINED3D_TOP_MODULATE;
3192 else arg2 = WINED3DTA_TEXTURE;
3198 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3199 * this if block here, and the other code(color keying, texture unit selection) are the same
3201 TRACE("Setting alpha op for stage %d\n", stage);
3202 if (gl_info->supported[NV_REGISTER_COMBINERS])
3204 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3205 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3207 else
3209 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3213 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3215 const struct wined3d_gl_info *gl_info = context->gl_info;
3216 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3217 unsigned int mapped_stage = context->tex_unit_map[tex];
3218 struct wined3d_matrix mat;
3220 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3221 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3223 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3224 return;
3227 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3228 if (mapped_stage >= gl_info->limits.textures) return;
3230 context_active_texture(context, gl_info, mapped_stage);
3231 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3232 checkGLcall("glMatrixMode(GL_TEXTURE)");
3234 get_texture_matrix(context, state, mapped_stage, &mat);
3236 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3237 checkGLcall("glLoadMatrixf");
3240 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3242 unsigned int texture_idx;
3244 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3246 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3247 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3251 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3252 GLuint *curVBO, const struct wined3d_state *state)
3254 const struct wined3d_gl_info *gl_info = context->gl_info;
3255 unsigned int mapped_stage = 0;
3256 unsigned int textureNo;
3258 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3260 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3262 mapped_stage = context->tex_unit_map[textureNo];
3263 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3265 if (mapped_stage >= gl_info->limits.texture_coords)
3267 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3268 continue;
3271 if (coordIdx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3273 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3275 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3276 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3278 if (*curVBO != e->data.buffer_object)
3280 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
3281 checkGLcall("glBindBuffer");
3282 *curVBO = e->data.buffer_object;
3285 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3286 checkGLcall("glClientActiveTextureARB");
3288 /* The coords to supply depend completely on the fvf / vertex shader */
3289 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3290 e->data.addr + state->load_base_vertex_index * e->stride);
3291 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3293 else
3295 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3298 if (gl_info->supported[NV_REGISTER_COMBINERS])
3300 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3301 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3303 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3307 checkGLcall("loadTexCoords");
3310 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3312 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3313 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3314 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3315 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3316 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3317 const struct wined3d_gl_info *gl_info = context->gl_info;
3318 DWORD mapped_stage = context->tex_unit_map[stage];
3320 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3322 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3323 return;
3326 if (mapped_stage >= min(gl_info->limits.fragment_samplers, MAX_FRAGMENT_SAMPLERS))
3328 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3329 return;
3331 context_active_texture(context, gl_info, mapped_stage);
3333 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3335 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3336 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3337 * means use the vertex position (camera-space) as the input texture coordinates
3338 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3339 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3340 * to the TEXCOORDINDEX value
3342 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3344 case WINED3DTSS_TCI_PASSTHRU:
3345 /* Use the specified texture coordinates contained within the
3346 * vertex format. This value resolves to zero. */
3347 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3348 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3349 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3350 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3351 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3352 break;
3354 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3355 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3356 * as the input texture coordinates for this stage's texture transformation. This
3357 * equates roughly to EYE_LINEAR */
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_CAMERASPACEPOSITION - Set eye plane.");
3369 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3370 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3371 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3372 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - 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_CAMERASPACEPOSITION - Enable texgen.");
3379 break;
3381 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3382 /* Note that NV_TEXGEN_REFLECTION support is implied when
3383 * ARB_TEXTURE_CUBE_MAP is supported */
3384 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3386 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3387 break;
3390 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3391 gl_info->gl_ops.gl.p_glPushMatrix();
3392 gl_info->gl_ops.gl.p_glLoadIdentity();
3393 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3394 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3395 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3396 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3397 gl_info->gl_ops.gl.p_glPopMatrix();
3398 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3400 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3401 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3402 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3403 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3405 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3406 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3407 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3408 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3410 break;
3412 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3413 /* Note that NV_TEXGEN_REFLECTION support is implied when
3414 * ARB_TEXTURE_CUBE_MAP is supported */
3415 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3417 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3418 break;
3421 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3422 gl_info->gl_ops.gl.p_glPushMatrix();
3423 gl_info->gl_ops.gl.p_glLoadIdentity();
3424 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3425 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3426 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3427 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3428 gl_info->gl_ops.gl.p_glPopMatrix();
3429 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3431 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3432 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3433 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3434 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3436 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3437 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3438 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3439 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3441 break;
3443 case WINED3DTSS_TCI_SPHEREMAP:
3444 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3445 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3446 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3448 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3449 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3450 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3451 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3453 break;
3455 default:
3456 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3457 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3458 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3459 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3460 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3461 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3462 checkGLcall("Disable texgen.");
3464 break;
3467 /* Update the texture matrix. */
3468 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3469 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3471 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3473 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3474 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3475 * and do all the things linked to it
3476 * TODO: Tidy that up to reload only the arrays of the changed unit
3478 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3480 unload_tex_coords(gl_info);
3481 load_tex_coords(context, &context->stream_info, &curVBO, state);
3485 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3487 const DWORD sampler = state_id - STATE_SAMPLER(0);
3488 const struct wined3d_texture *texture = state->textures[sampler];
3490 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3492 if(!texture) return;
3493 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3494 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3495 * scaling is reapplied or removed, the texture matrix has to be reapplied
3497 * The mapped stage is already active because the sampler() function below, which is part of the
3498 * misc pipeline
3500 if (sampler < MAX_TEXTURES)
3502 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3504 if (texIsPow2 || (context->lastWasPow2Texture & (1u << sampler)))
3506 if (texIsPow2)
3507 context->lastWasPow2Texture |= 1u << sampler;
3508 else
3509 context->lastWasPow2Texture &= ~(1u << sampler);
3511 transform_texture(context, state,
3512 STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3517 static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
3518 enum wined3d_texture_address t)
3520 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3522 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3523 return WINED3D_TADDRESS_WRAP;
3526 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3527 if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
3528 && t == WINED3D_TADDRESS_WRAP))
3529 return WINED3D_TADDRESS_CLAMP;
3531 return t;
3534 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3535 const struct wined3d_context *context, const DWORD *sampler_states, const struct wined3d_texture *texture)
3537 union
3539 float f;
3540 DWORD d;
3541 } lod_bias;
3543 desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3544 desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3545 desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3546 wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
3547 sampler_states[WINED3D_SAMP_BORDER_COLOR]);
3548 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3549 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3550 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3551 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3552 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3553 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3554 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3555 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3556 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3557 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3558 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3559 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3560 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3561 desc->lod_bias = lod_bias.f;
3562 desc->min_lod = -1000.0f;
3563 desc->max_lod = 1000.0f;
3564 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3565 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3566 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3567 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3568 || (texture->flags & WINED3D_TEXTURE_COND_NP2))
3569 desc->max_anisotropy = 1;
3570 desc->compare = texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW;
3571 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3572 desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
3574 if (!(texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING))
3576 desc->mag_filter = WINED3D_TEXF_POINT;
3577 desc->min_filter = WINED3D_TEXF_POINT;
3578 desc->mip_filter = WINED3D_TEXF_NONE;
3581 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3583 desc->mip_filter = WINED3D_TEXF_NONE;
3584 if (context->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3585 desc->min_filter = WINED3D_TEXF_POINT;
3589 /* Enabling and disabling texture dimensions is done by texture stage state /
3590 * pixel shader setup, this function only has to bind textures and set the per
3591 * texture states. */
3592 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3594 DWORD sampler_idx = state_id - STATE_SAMPLER(0);
3595 DWORD mapped_stage = context->tex_unit_map[sampler_idx];
3596 const struct wined3d_gl_info *gl_info = context->gl_info;
3598 TRACE("Sampler %u.\n", sampler_idx);
3601 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3603 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3604 return;
3607 if (mapped_stage >= gl_info->limits.graphics_samplers)
3608 return;
3609 context_active_texture(context, gl_info, mapped_stage);
3611 if (state->textures[sampler_idx])
3613 struct wined3d_texture *texture = state->textures[sampler_idx];
3614 BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
3615 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3616 struct wined3d_sampler_desc desc;
3617 struct gl_texture *gl_tex;
3618 unsigned int base_level;
3620 wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture);
3622 wined3d_texture_bind(texture, context, srgb);
3623 if (!gl_info->supported[ARB_SAMPLER_OBJECTS])
3625 wined3d_texture_apply_sampler_desc(texture, &desc, context);
3627 else
3629 struct wined3d_device *device = context->device;
3630 struct wined3d_sampler *sampler;
3631 struct wine_rb_entry *entry;
3633 if ((entry = wine_rb_get(&device->samplers, &desc)))
3635 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3637 else
3639 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &sampler)))
3641 ERR("Failed to create sampler.\n");
3642 sampler = NULL;
3644 else
3646 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3647 ERR("Failed to insert sampler.\n");
3651 if (sampler)
3653 GL_EXTCALL(glBindSampler(mapped_stage, sampler->name));
3654 checkGLcall("glBindSampler");
3658 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3659 base_level = 0;
3660 else if (desc.mip_filter == WINED3D_TEXF_NONE)
3661 base_level = texture->lod;
3662 else
3663 base_level = min(max(sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL],
3664 texture->lod), texture->level_count - 1);
3666 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
3667 if (base_level != gl_tex->base_level)
3669 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
3670 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
3671 * mipmap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
3672 * corresponds to GL_TEXTURE_BASE_LEVEL. */
3673 gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
3674 gl_tex->base_level = base_level;
3677 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3678 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3679 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3681 else
3683 context_bind_texture(context, GL_NONE, 0);
3684 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3686 GL_EXTCALL(glBindSampler(mapped_stage, 0));
3687 checkGLcall("glBindSampler");
3692 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3694 unsigned int i;
3696 if (use_ps(state))
3698 if (!context->last_was_pshader)
3700 /* Former draw without a pixel shader, some samplers may be
3701 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3702 * make sure to enable them. */
3703 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3705 if (!isStateDirty(context, STATE_SAMPLER(i)))
3706 sampler(context, state, STATE_SAMPLER(i));
3708 context->last_was_pshader = TRUE;
3710 else
3712 /* Otherwise all samplers were activated by the code above in
3713 * earlier draws, or by sampler() if a different texture was
3714 * bound. I don't have to do anything. */
3717 else
3719 /* Disabled the pixel shader - color ops weren't applied while it was
3720 * enabled, so re-apply them. */
3721 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3723 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3724 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3726 context->last_was_pshader = FALSE;
3729 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3732 static void state_compute_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3734 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3737 static void state_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3739 enum wined3d_shader_type shader_type = state_id - STATE_SHADER(0);
3740 context->shader_update_mask |= 1u << shader_type;
3743 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3745 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3748 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3750 const struct wined3d_gl_info *gl_info = context->gl_info;
3751 struct wined3d_matrix mat;
3753 /* This function is called by transform_view below if the view matrix was changed too
3755 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3756 * does not always update the world matrix, only on a switch between transformed
3757 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3758 * draw, but that should be rather rare and cheaper in total.
3760 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3761 checkGLcall("glMatrixMode");
3763 get_modelview_matrix(context, state, 0, &mat);
3765 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3766 checkGLcall("glLoadMatrixf");
3769 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3771 const struct wined3d_gl_info *gl_info = context->gl_info;
3772 UINT index = state_id - STATE_CLIPPLANE(0);
3773 GLdouble plane[4];
3775 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3776 return;
3778 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3779 gl_info->gl_ops.gl.p_glPushMatrix();
3781 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3782 if (!use_vs(state))
3783 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3784 else
3785 /* With vertex shaders, clip planes are not transformed in Direct3D,
3786 * while in OpenGL they are still transformed by the model view matrix. */
3787 gl_info->gl_ops.gl.p_glLoadIdentity();
3789 plane[0] = state->clip_planes[index].x;
3790 plane[1] = state->clip_planes[index].y;
3791 plane[2] = state->clip_planes[index].z;
3792 plane[3] = state->clip_planes[index].w;
3794 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3795 plane[0], plane[1], plane[2], plane[3]);
3796 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3797 checkGLcall("glClipPlane");
3799 gl_info->gl_ops.gl.p_glPopMatrix();
3802 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3804 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3805 const struct wined3d_gl_info *gl_info = context->gl_info;
3806 GLenum glMat;
3808 TRACE("Setting world matrix %d\n", matrix);
3810 if (matrix >= gl_info->limits.blends)
3812 WARN("Unsupported blend matrix set\n");
3813 return;
3816 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3817 return;
3819 /* GL_MODELVIEW0_ARB: 0x1700
3820 * GL_MODELVIEW1_ARB: 0x850a
3821 * GL_MODELVIEW2_ARB: 0x8722
3822 * GL_MODELVIEW3_ARB: 0x8723
3823 * etc
3824 * GL_MODELVIEW31_ARB: 0x873f
3826 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3827 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3829 gl_info->gl_ops.gl.p_glMatrixMode(glMat);
3830 checkGLcall("glMatrixMode(glMat)");
3832 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3833 * matrices while gl uses only 2. To avoid weighting the view matrix
3834 * incorrectly it has to be multiplied into every GL modelview matrix. */
3835 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3836 checkGLcall("glLoadMatrixf");
3837 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)]._11);
3838 checkGLcall("glMultMatrixf");
3841 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3843 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3844 static unsigned int once;
3846 if (f == WINED3D_VBF_DISABLE)
3847 return;
3849 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3850 else WARN("Vertex blend flags %#x not supported.\n", f);
3853 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3855 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3856 const struct wined3d_gl_info *gl_info = context->gl_info;
3857 struct wined3d_device *device = context->device;
3858 static unsigned int once;
3860 switch (val)
3862 case WINED3D_VBF_1WEIGHTS:
3863 case WINED3D_VBF_2WEIGHTS:
3864 case WINED3D_VBF_3WEIGHTS:
3865 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
3866 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3868 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3869 * This is enabled at context creation with enabling
3870 * GL_WEIGHT_SUM_UNITY_ARB. */
3871 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3873 if (!device->vertexBlendUsed)
3875 unsigned int i;
3876 for (i = 1; i < gl_info->limits.blends; ++i)
3878 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3879 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3881 device->vertexBlendUsed = TRUE;
3883 break;
3885 case WINED3D_VBF_TWEENING:
3886 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3887 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3888 else WARN("Vertex blend flags %#x not supported.\n", val);
3889 /* Fall through. */
3890 case WINED3D_VBF_DISABLE:
3891 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
3892 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3893 break;
3897 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3899 const struct wined3d_gl_info *gl_info = context->gl_info;
3900 const struct wined3d_light_info *light = NULL;
3901 unsigned int k;
3903 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3904 * NOTE: We have to reset the positions even if the light/plane is not currently
3905 * enabled, since the call to enable it will not reset the position.
3906 * NOTE2: Apparently texture transforms do NOT need reapplying
3909 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3910 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3911 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3912 checkGLcall("glLoadMatrixf(...)");
3914 /* Reset lights. TODO: Call light apply func */
3915 for (k = 0; k < gl_info->limits.lights; ++k)
3917 if (!(light = state->lights[k]))
3918 continue;
3919 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3920 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3921 else
3922 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3923 checkGLcall("glLightfv posn");
3924 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3925 checkGLcall("glLightfv dirn");
3928 /* Reset Clipping Planes */
3929 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
3931 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3932 clipplane(context, state, STATE_CLIPPLANE(k));
3935 if (context->last_was_rhw)
3937 gl_info->gl_ops.gl.p_glLoadIdentity();
3938 checkGLcall("glLoadIdentity()");
3939 /* No need to update the world matrix, the identity is fine */
3940 return;
3943 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3944 * No need to do it here if the state is scheduled for update. */
3945 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3946 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3948 /* Avoid looping over a number of matrices if the app never used the functionality */
3949 if (context->device->vertexBlendUsed)
3951 for (k = 1; k < gl_info->limits.blends; ++k)
3953 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
3954 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
3959 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3961 const struct wined3d_gl_info *gl_info = context->gl_info;
3962 struct wined3d_matrix projection;
3964 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3965 checkGLcall("glMatrixMode(GL_PROJECTION)");
3967 get_projection_matrix(context, state, &projection);
3968 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3969 checkGLcall("glLoadMatrixf");
3972 /* This should match any arrays loaded in load_vertex_data.
3973 * TODO: Only load / unload arrays if we have to. */
3974 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3976 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
3977 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
3978 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
3979 if (gl_info->supported[EXT_SECONDARY_COLOR])
3980 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3981 if (gl_info->supported[ARB_VERTEX_BLEND])
3982 gl_info->gl_ops.gl.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3983 unload_tex_coords(gl_info);
3986 static inline void unload_numbered_array(struct wined3d_context *context, int i)
3988 const struct wined3d_gl_info *gl_info = context->gl_info;
3990 GL_EXTCALL(glDisableVertexAttribArray(i));
3991 checkGLcall("glDisableVertexAttribArray");
3992 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
3993 GL_EXTCALL(glVertexAttribDivisor(i, 0));
3995 context->numbered_array_mask &= ~(1u << i);
3998 /* This should match any arrays loaded in loadNumberedArrays
3999 * TODO: Only load / unload arrays if we have to. */
4000 static void unload_numbered_arrays(struct wined3d_context *context)
4002 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4003 int i;
4005 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
4006 unload_numbered_array(context, i);
4010 static void load_numbered_arrays(struct wined3d_context *context,
4011 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4013 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4014 const struct wined3d_gl_info *gl_info = context->gl_info;
4015 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4016 unsigned int i;
4018 /* Default to no instancing */
4019 context->instance_count = 0;
4021 for (i = 0; i < MAX_ATTRIBS; ++i)
4023 const struct wined3d_stream_info_element *element = &stream_info->elements[i];
4024 const struct wined3d_stream_state *stream;
4026 if (!(stream_info->use_map & (1u << i)))
4028 if (context->numbered_array_mask & (1u << i))
4029 unload_numbered_array(context, i);
4030 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
4031 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
4032 else
4033 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
4034 continue;
4037 stream = &state->streams[element->stream_idx];
4039 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
4040 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
4042 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4044 GL_EXTCALL(glVertexAttribDivisor(i, element->divisor));
4046 else if (element->divisor)
4048 /* Unload instanced arrays, they will be loaded using
4049 * immediate mode instead. */
4050 if (context->numbered_array_mask & (1u << i))
4051 unload_numbered_array(context, i);
4052 continue;
4055 TRACE_(d3d_shader)("Loading array %u [VBO=%u].\n", i, element->data.buffer_object);
4057 if (element->stride)
4059 if (curVBO != element->data.buffer_object)
4061 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, element->data.buffer_object));
4062 checkGLcall("glBindBuffer");
4063 curVBO = element->data.buffer_object;
4065 /* Use the VBO to find out if a vertex buffer exists, not the vb
4066 * pointer. vb can point to a user pointer data blob. In that case
4067 * curVBO will be 0. If there is a vertex buffer but no vbo we
4068 * won't be load converted attributes anyway. */
4069 if (vs && vs->reg_maps.shader_version.major >= 4
4070 && (element->format->flags[WINED3D_GL_RES_TYPE_BUFFER] & WINED3DFMT_FLAG_INTEGER))
4072 GL_EXTCALL(glVertexAttribIPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
4073 element->stride, element->data.addr + state->load_base_vertex_index * element->stride));
4075 else
4077 GL_EXTCALL(glVertexAttribPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
4078 element->format->gl_normalized, element->stride,
4079 element->data.addr + state->load_base_vertex_index * element->stride));
4082 if (!(context->numbered_array_mask & (1u << i)))
4084 GL_EXTCALL(glEnableVertexAttribArray(i));
4085 context->numbered_array_mask |= (1u << i);
4088 else
4090 /* Stride = 0 means always the same values.
4091 * glVertexAttribPointer doesn't do that. Instead disable the
4092 * pointer and set up the attribute statically. But we have to
4093 * figure out the system memory address. */
4094 const BYTE *ptr = element->data.addr;
4095 if (element->data.buffer_object)
4096 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
4098 if (context->numbered_array_mask & (1u << i))
4099 unload_numbered_array(context, i);
4101 switch (element->format->id)
4103 case WINED3DFMT_R32_FLOAT:
4104 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
4105 break;
4106 case WINED3DFMT_R32G32_FLOAT:
4107 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
4108 break;
4109 case WINED3DFMT_R32G32B32_FLOAT:
4110 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
4111 break;
4112 case WINED3DFMT_R32G32B32A32_FLOAT:
4113 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
4114 break;
4116 case WINED3DFMT_R8G8B8A8_UINT:
4117 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
4118 break;
4119 case WINED3DFMT_B8G8R8A8_UNORM:
4120 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4122 const DWORD *src = (const DWORD *)ptr;
4123 DWORD c = *src & 0xff00ff00u;
4124 c |= (*src & 0xff0000u) >> 16;
4125 c |= (*src & 0xffu) << 16;
4126 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
4127 break;
4129 /* else fallthrough */
4130 case WINED3DFMT_R8G8B8A8_UNORM:
4131 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
4132 break;
4134 case WINED3DFMT_R16G16_SINT:
4135 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
4136 break;
4137 case WINED3DFMT_R16G16B16A16_SINT:
4138 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
4139 break;
4141 case WINED3DFMT_R16G16_SNORM:
4143 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4144 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
4145 break;
4147 case WINED3DFMT_R16G16_UNORM:
4149 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4150 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
4151 break;
4153 case WINED3DFMT_R16G16B16A16_SNORM:
4154 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
4155 break;
4156 case WINED3DFMT_R16G16B16A16_UNORM:
4157 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
4158 break;
4160 case WINED3DFMT_R10G10B10X2_UINT:
4161 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
4162 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4163 break;
4164 case WINED3DFMT_R10G10B10X2_SNORM:
4165 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
4166 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4167 break;
4169 case WINED3DFMT_R16G16_FLOAT:
4170 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4172 /* Not supported by GL_ARB_half_float_vertex. */
4173 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
4175 else
4177 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4178 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4179 GL_EXTCALL(glVertexAttrib2f(i, x, y));
4181 break;
4182 case WINED3DFMT_R16G16B16A16_FLOAT:
4183 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4185 /* Not supported by GL_ARB_half_float_vertex. */
4186 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
4188 else
4190 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4191 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4192 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
4193 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
4194 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
4196 break;
4198 default:
4199 ERR("Unexpected declaration in stride 0 attributes.\n");
4200 break;
4205 checkGLcall("Loading numbered arrays");
4208 static void load_vertex_data(struct wined3d_context *context,
4209 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4211 const struct wined3d_gl_info *gl_info = context->gl_info;
4212 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4213 const struct wined3d_stream_info_element *e;
4215 TRACE("Using fast vertex array code\n");
4217 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4218 context->instance_count = 0;
4220 /* Blend Data ---------------------------------------------- */
4221 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
4222 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
4224 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4226 if (gl_info->supported[ARB_VERTEX_BLEND])
4228 TRACE("Blend %u %p %u\n", e->format->component_count,
4229 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4231 gl_info->gl_ops.gl.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4232 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4234 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4236 if (curVBO != e->data.buffer_object)
4238 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4239 checkGLcall("glBindBuffer");
4240 curVBO = e->data.buffer_object;
4243 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4244 e->format->gl_vtx_format,
4245 e->format->gl_vtx_type,
4246 e->stride,
4247 e->data.addr + state->load_base_vertex_index * e->stride);
4248 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4249 e->data.addr + state->load_base_vertex_index * e->stride));
4251 checkGLcall("glWeightPointerARB");
4253 if (si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
4255 static BOOL warned;
4256 if (!warned)
4258 FIXME("blendMatrixIndices support\n");
4259 warned = TRUE;
4263 else
4265 /* TODO: Support vertex blending in immediate mode draws. No need
4266 * to write a FIXME here, this is done after the general vertex
4267 * declaration decoding. */
4268 WARN("Vertex blending not supported.\n");
4271 else
4273 if (gl_info->supported[ARB_VERTEX_BLEND])
4275 static const GLbyte one = 1;
4276 GL_EXTCALL(glWeightbvARB(1, &one));
4277 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4281 /* Point Size ----------------------------------------------*/
4282 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
4284 /* no such functionality in the fixed function GL pipeline */
4285 TRACE("Cannot change ptSize here in openGl\n");
4286 /* TODO: Implement this function in using shaders if they are available */
4289 /* Vertex Pointers -----------------------------------------*/
4290 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4292 e = &si->elements[WINED3D_FFP_POSITION];
4294 if (curVBO != e->data.buffer_object)
4296 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4297 checkGLcall("glBindBuffer");
4298 curVBO = e->data.buffer_object;
4301 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4302 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4303 e->data.addr + state->load_base_vertex_index * e->stride);
4304 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4305 e->data.addr + state->load_base_vertex_index * e->stride);
4306 checkGLcall("glVertexPointer(...)");
4307 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
4308 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4311 /* Normals -------------------------------------------------*/
4312 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4314 e = &si->elements[WINED3D_FFP_NORMAL];
4316 if (curVBO != e->data.buffer_object)
4318 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4319 checkGLcall("glBindBuffer");
4320 curVBO = e->data.buffer_object;
4323 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4324 e->data.addr + state->load_base_vertex_index * e->stride);
4325 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
4326 e->data.addr + state->load_base_vertex_index * e->stride);
4327 checkGLcall("glNormalPointer(...)");
4328 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
4329 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4332 else
4334 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
4335 checkGLcall("glNormal3f(0, 0, 0)");
4338 /* Diffuse Colour --------------------------------------------*/
4339 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4341 e = &si->elements[WINED3D_FFP_DIFFUSE];
4343 if (curVBO != e->data.buffer_object)
4345 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4346 checkGLcall("glBindBuffer");
4347 curVBO = e->data.buffer_object;
4350 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4351 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4352 e->data.addr + state->load_base_vertex_index * e->stride);
4353 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4354 e->data.addr + state->load_base_vertex_index * e->stride);
4355 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4356 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
4357 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4360 else
4362 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4363 checkGLcall("glColor4f(1, 1, 1, 1)");
4366 /* Specular Colour ------------------------------------------*/
4367 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4369 TRACE("setting specular colour\n");
4371 e = &si->elements[WINED3D_FFP_SPECULAR];
4373 if (gl_info->supported[EXT_SECONDARY_COLOR])
4375 GLenum type = e->format->gl_vtx_type;
4376 GLint format = e->format->gl_vtx_format;
4378 if (curVBO != e->data.buffer_object)
4380 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4381 checkGLcall("glBindBuffer");
4382 curVBO = e->data.buffer_object;
4385 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4387 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4388 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4389 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4390 * 4 component secondary colors use it
4392 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4393 e->data.addr + state->load_base_vertex_index * e->stride);
4394 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4395 e->data.addr + state->load_base_vertex_index * e->stride));
4396 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4398 else
4400 switch(type)
4402 case GL_UNSIGNED_BYTE:
4403 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4404 e->data.addr + state->load_base_vertex_index * e->stride);
4405 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4406 e->data.addr + state->load_base_vertex_index * e->stride));
4407 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4408 break;
4410 default:
4411 FIXME("Add 4 component specular color pointers for type %x\n", type);
4412 /* Make sure that the right color component is dropped */
4413 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4414 e->data.addr + state->load_base_vertex_index * e->stride);
4415 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4416 e->data.addr + state->load_base_vertex_index * e->stride));
4417 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4420 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4421 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4423 else
4425 WARN("Specular colour is not supported in this GL implementation.\n");
4428 else
4430 if (gl_info->supported[EXT_SECONDARY_COLOR])
4432 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4433 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4435 else
4437 WARN("Specular colour is not supported in this GL implementation.\n");
4441 /* Texture coords -------------------------------------------*/
4442 load_tex_coords(context, si, &curVBO, state);
4445 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4447 BOOL load_numbered = context->d3d_info->ffp_generic_attributes
4448 || (use_vs(state) && !context->use_immediate_mode_draw);
4449 BOOL load_named = !context->d3d_info->ffp_generic_attributes
4450 && !use_vs(state) && !context->use_immediate_mode_draw;
4452 if (isStateDirty(context, STATE_VDECL)) return;
4453 if (context->numberedArraysLoaded && !load_numbered)
4455 unload_numbered_arrays(context);
4456 context->numberedArraysLoaded = FALSE;
4457 context->numbered_array_mask = 0;
4459 else if (context->namedArraysLoaded)
4461 unload_vertex_data(context->gl_info);
4462 context->namedArraysLoaded = FALSE;
4465 if (load_numbered)
4467 TRACE("Loading numbered arrays\n");
4468 load_numbered_arrays(context, &context->stream_info, state);
4469 context->numberedArraysLoaded = TRUE;
4471 else if (load_named)
4473 TRACE("Loading vertex data\n");
4474 load_vertex_data(context, &context->stream_info, state);
4475 context->namedArraysLoaded = TRUE;
4479 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4481 if (isStateDirty(context, STATE_STREAMSRC))
4482 return;
4483 streamsrc(context, state, STATE_STREAMSRC);
4486 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4488 const struct wined3d_gl_info *gl_info = context->gl_info;
4489 BOOL useVertexShaderFunction = use_vs(state);
4490 BOOL updateFog = FALSE;
4491 BOOL transformed;
4492 BOOL wasrhw = context->last_was_rhw;
4493 unsigned int i;
4495 transformed = context->stream_info.position_transformed;
4496 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4497 updateFog = TRUE;
4499 context->last_was_rhw = transformed;
4501 if (context->stream_info.swizzle_map != context->last_swizzle_map)
4502 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4504 context->last_swizzle_map = context->stream_info.swizzle_map;
4506 /* Don't have to apply the matrices when vertex shaders are used. When
4507 * vshaders are turned off this function will be called again anyway to
4508 * make sure they're properly set. */
4509 if (!useVertexShaderFunction)
4511 /* TODO: Move this mainly to the viewport state and only apply when
4512 * the vp has changed or transformed / untransformed was switched. */
4513 if (wasrhw != context->last_was_rhw
4514 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4515 && !isStateDirty(context, STATE_VIEWPORT))
4516 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4517 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4518 * mode.
4520 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4521 * this check will fail and the matrix not applied again. This is OK because a simple
4522 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4523 * needs of the vertex declaration.
4525 * World and view matrix go into the same gl matrix, so only apply them when neither is
4526 * dirty
4528 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4529 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4530 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4531 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4532 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4533 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4534 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4536 if (context->last_was_vshader)
4538 updateFog = TRUE;
4540 if (!context->d3d_info->vs_clipping
4541 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4543 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4546 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4548 clipplane(context, state, STATE_CLIPPLANE(i));
4551 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4552 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4554 else
4556 if(!context->last_was_vshader) {
4557 static BOOL warned = FALSE;
4558 if (!context->d3d_info->vs_clipping)
4560 /* Disable all clip planes to get defined results on all drivers. See comment in the
4561 * state_clipping state handler
4563 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4565 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0 + i);
4566 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4569 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4571 FIXME("Clipping not supported with vertex shaders\n");
4572 warned = TRUE;
4575 if (wasrhw)
4577 /* Apply the transform matrices when switching from rhw
4578 * drawing to vertex shaders. Vertex shaders themselves do
4579 * not need it, but the matrices are not reapplied
4580 * automatically when switching back from vertex shaders to
4581 * fixed function processing. So make sure we leave the fixed
4582 * function vertex processing states back in a sane state
4583 * before switching to shaders. */
4584 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4585 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4586 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4587 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4589 updateFog = TRUE;
4591 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4592 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4593 * device->vs_clipping is false.
4595 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4597 clipplane(context, state, STATE_CLIPPLANE(i));
4602 context->last_was_vshader = useVertexShaderFunction;
4603 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4605 if (updateFog)
4606 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4608 if (!useVertexShaderFunction)
4610 unsigned int i;
4612 for (i = 0; i < MAX_TEXTURES; ++i)
4614 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4615 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4618 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4619 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4620 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
4624 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4626 const struct wined3d_rendertarget_view *depth_stencil = state->fb->depth_stencil;
4627 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4628 const struct wined3d_gl_info *gl_info = context->gl_info;
4629 struct wined3d_viewport vp = state->viewport;
4630 unsigned int width, height;
4632 if (target)
4634 if (vp.width > target->width)
4635 vp.width = target->width;
4636 if (vp.height > target->height)
4637 vp.height = target->height;
4639 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4641 else if (depth_stencil)
4643 width = depth_stencil->width;
4644 height = depth_stencil->height;
4646 else
4648 FIXME("No attachments draw calls not supported.\n");
4649 return;
4652 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4653 checkGLcall("glDepthRange");
4654 /* Note: GL requires lower left, DirectX supplies upper left. This is
4655 * reversed when using offscreen rendering. */
4656 if (context->render_offscreen)
4657 gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
4658 else
4659 gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)), vp.width, vp.height);
4660 checkGLcall("glViewport");
4663 static void viewport_miscpart_cc(struct wined3d_context *context,
4664 const struct wined3d_state *state, DWORD state_id)
4666 const struct wined3d_rendertarget_view *depth_stencil = state->fb->depth_stencil;
4667 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4668 /* See get_projection_matrix() in utils.c for a discussion about those
4669 * values. */
4670 float pixel_center_offset = context->d3d_info->wined3d_creation_flags
4671 & WINED3D_PIXEL_CENTER_INTEGER ? 63.0f / 128.0f : -1.0f / 128.0f;
4672 const struct wined3d_gl_info *gl_info = context->gl_info;
4673 struct wined3d_viewport vp = state->viewport;
4674 unsigned int width, height;
4676 if (target)
4678 if (vp.width > target->width)
4679 vp.width = target->width;
4680 if (vp.height > target->height)
4681 vp.height = target->height;
4683 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4685 else if (depth_stencil)
4687 width = depth_stencil->width;
4688 height = depth_stencil->height;
4690 else
4692 FIXME("No attachments draw calls not supported.\n");
4693 return;
4696 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4697 checkGLcall("glDepthRange");
4699 if (context->render_offscreen)
4701 GL_EXTCALL(glClipControl(GL_UPPER_LEFT, GL_ZERO_TO_ONE));
4702 GL_EXTCALL(glViewportIndexedf(0, vp.x + pixel_center_offset, vp.y + pixel_center_offset,
4703 vp.width, vp.height));
4705 else
4707 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE));
4708 GL_EXTCALL(glViewportIndexedf(0, vp.x + pixel_center_offset,
4709 (height - (vp.y + vp.height)) + pixel_center_offset, vp.width, vp.height));
4711 checkGLcall("setting clip space and viewport");
4714 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4716 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4717 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4718 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4719 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4720 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4721 /* Update the position fixup. */
4722 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
4725 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4727 const struct wined3d_gl_info *gl_info = context->gl_info;
4728 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4729 const struct wined3d_light_info *lightInfo = state->lights[Index];
4731 if (!lightInfo)
4733 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4734 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4736 else
4738 float quad_att;
4739 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4741 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4742 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4743 gl_info->gl_ops.gl.p_glPushMatrix();
4744 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4746 /* Diffuse: */
4747 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4748 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4749 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4750 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4751 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4752 checkGLcall("glLightfv");
4754 /* Specular */
4755 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4756 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4757 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4758 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4759 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4760 checkGLcall("glLightfv");
4762 /* Ambient */
4763 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4764 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4765 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4766 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4767 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4768 checkGLcall("glLightfv");
4770 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4771 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4772 else
4773 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4775 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4776 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4777 * Attenuation0 to NaN and crashes in the gl lib
4780 switch (lightInfo->OriginalParms.type)
4782 case WINED3D_LIGHT_POINT:
4783 /* Position */
4784 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4785 checkGLcall("glLightfv");
4786 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4787 checkGLcall("glLightf");
4788 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4789 lightInfo->OriginalParms.attenuation0);
4790 checkGLcall("glLightf");
4791 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4792 lightInfo->OriginalParms.attenuation1);
4793 checkGLcall("glLightf");
4794 if (quad_att < lightInfo->OriginalParms.attenuation2)
4795 quad_att = lightInfo->OriginalParms.attenuation2;
4796 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4797 checkGLcall("glLightf");
4798 /* FIXME: Range */
4799 break;
4801 case WINED3D_LIGHT_SPOT:
4802 /* Position */
4803 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4804 checkGLcall("glLightfv");
4805 /* Direction */
4806 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4807 checkGLcall("glLightfv");
4808 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4809 checkGLcall("glLightf");
4810 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4811 checkGLcall("glLightf");
4812 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4813 lightInfo->OriginalParms.attenuation0);
4814 checkGLcall("glLightf");
4815 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4816 lightInfo->OriginalParms.attenuation1);
4817 checkGLcall("glLightf");
4818 if (quad_att < lightInfo->OriginalParms.attenuation2)
4819 quad_att = lightInfo->OriginalParms.attenuation2;
4820 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4821 checkGLcall("glLightf");
4822 /* FIXME: Range */
4823 break;
4825 case WINED3D_LIGHT_DIRECTIONAL:
4826 /* Direction */
4827 /* Note GL uses w position of 0 for direction! */
4828 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4829 checkGLcall("glLightfv");
4830 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4831 checkGLcall("glLightf");
4832 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4833 checkGLcall("glLightf");
4834 break;
4836 default:
4837 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4840 /* Restore the modelview matrix */
4841 gl_info->gl_ops.gl.p_glPopMatrix();
4843 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4844 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4848 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4850 const struct wined3d_gl_info *gl_info = context->gl_info;
4851 const RECT *r = &state->scissor_rect;
4853 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4854 * so our viewport correction does not apply. Warning2: Even in windowed
4855 * mode the coords are relative to the window, not the screen. */
4856 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4858 if (context->render_offscreen)
4860 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4862 else
4864 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4865 UINT height;
4866 UINT width;
4868 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4869 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4871 checkGLcall("glScissor");
4874 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4876 const struct wined3d_stream_info *stream_info = &context->stream_info;
4877 const struct wined3d_gl_info *gl_info = context->gl_info;
4879 if (!state->index_buffer || !stream_info->all_vbo)
4881 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4883 else
4885 struct wined3d_buffer *ib = state->index_buffer;
4886 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4890 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4892 const struct wined3d_gl_info *gl_info = context->gl_info;
4893 GLenum mode;
4895 mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW;
4896 if (context->render_offscreen)
4897 mode = (mode == GL_CW) ? GL_CCW : GL_CW;
4899 gl_info->gl_ops.gl.p_glFrontFace(mode);
4900 checkGLcall("glFrontFace");
4903 static void frontface_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4905 const struct wined3d_gl_info *gl_info = context->gl_info;
4906 GLenum mode;
4908 mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW;
4910 gl_info->gl_ops.gl.p_glFrontFace(mode);
4911 checkGLcall("glFrontFace");
4914 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4916 static BOOL warned;
4918 if (!warned)
4920 WARN("Point sprite coordinate origin switching not supported.\n");
4921 warned = TRUE;
4925 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4927 const struct wined3d_gl_info *gl_info = context->gl_info;
4928 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4930 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4931 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4934 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4936 const struct wined3d_gl_info *gl_info = context->gl_info;
4938 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4940 if (needs_srgb_write(context, state, state->fb))
4941 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4942 else
4943 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4946 static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4948 const struct wined3d_gl_info *gl_info = context->gl_info;
4949 enum wined3d_shader_type shader_type;
4950 struct wined3d_buffer *buffer;
4951 unsigned int i, base, count;
4953 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4955 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id))
4956 shader_type = state_id - STATE_GRAPHICS_CONSTANT_BUFFER(0);
4957 else
4958 shader_type = WINED3D_SHADER_TYPE_COMPUTE;
4960 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
4961 for (i = 0; i < count; ++i)
4963 buffer = state->cb[shader_type][i];
4964 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
4966 checkGLcall("glBindBufferBase");
4969 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4971 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4973 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4976 static void state_shader_resource_binding(struct wined3d_context *context,
4977 const struct wined3d_state *state, DWORD state_id)
4979 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4981 context->update_shader_resource_bindings = 1;
4984 static void state_cs_resource_binding(struct wined3d_context *context,
4985 const struct wined3d_state *state, DWORD state_id)
4987 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4988 context->update_compute_shader_resource_bindings = 1;
4991 static void state_uav_binding(struct wined3d_context *context,
4992 const struct wined3d_state *state, DWORD state_id)
4994 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4995 context->update_unordered_access_view_bindings = 1;
4998 static void state_cs_uav_binding(struct wined3d_context *context,
4999 const struct wined3d_state *state, DWORD state_id)
5001 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5002 context->update_compute_unordered_access_view_bindings = 1;
5005 static void state_uav_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5007 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
5010 const struct StateEntryTemplate misc_state_template[] =
5012 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
5013 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
5014 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
5015 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
5016 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
5017 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
5018 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
5019 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE },
5020 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
5021 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE },
5022 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
5023 { STATE_COMPUTE_SHADER_RESOURCE_BINDING, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, state_cs_resource_binding}, WINED3D_GL_EXT_NONE },
5024 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_cs_uav_binding}, ARB_SHADER_IMAGE_LOAD_STORE },
5025 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5036 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
5037 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
5038 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface_cc }, ARB_CLIP_CONTROL },
5039 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
5040 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
5041 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
5042 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
5043 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
5045 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
5046 * vshader loadings are untied from each other
5048 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5049 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5050 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5051 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5052 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5053 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5054 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5055 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5056 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5057 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5058 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5059 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5060 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5061 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5062 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5063 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5064 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5065 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5066 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5067 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5068 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5069 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5070 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5071 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5072 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5073 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5074 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5075 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5076 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5077 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5078 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5079 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5080 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5081 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5082 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5083 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5084 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5085 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5086 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5087 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5088 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5089 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5090 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5091 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5092 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5093 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5094 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5095 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL },
5098 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
5099 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
5100 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
5101 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
5102 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
5103 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
5104 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
5105 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
5106 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
5107 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
5108 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
5109 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
5110 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
5111 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
5112 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwriteenable }, WINED3D_GL_EXT_NONE },
5113 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5114 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5115 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5116 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5117 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5118 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5119 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5120 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5121 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5122 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5123 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5124 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
5125 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5126 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5127 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5128 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5129 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5130 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5131 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5132 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5133 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5134 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5135 { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5136 { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5137 { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5138 { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5139 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5140 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5141 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5142 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5143 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5144 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5145 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5146 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5147 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5148 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5149 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5150 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5151 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5152 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5153 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5154 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5155 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5156 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5157 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5158 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5159 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5160 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5161 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5162 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5163 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5164 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5165 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5166 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5167 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5168 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5169 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5170 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5171 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5172 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5173 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5174 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5175 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5176 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, WINED3D_GL_BLEND_EQUATION },
5177 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5178 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5179 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5180 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5181 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5182 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5183 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5184 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5185 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5186 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5187 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5188 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5189 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5190 /* Samplers */
5191 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5192 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5193 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5194 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5195 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5196 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5197 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5198 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5199 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5200 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5201 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5202 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5203 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5204 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5205 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5206 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5207 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5208 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5209 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5210 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5211 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5212 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5213 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5214 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5215 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE },
5216 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE },
5217 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5220 static const struct StateEntryTemplate vp_ffp_states[] =
5222 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5223 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5224 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5225 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5226 /* Clip planes */
5227 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5228 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5229 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5230 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5231 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5232 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5233 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5234 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5235 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5236 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5237 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5238 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5239 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5240 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5241 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5242 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5243 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5244 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5245 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5246 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5247 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5248 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5249 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5250 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5251 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5252 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5253 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5254 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5255 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5256 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5257 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5258 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5259 /* Lights */
5260 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5261 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5262 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5263 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5264 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5265 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5266 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5267 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5268 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5269 /* Viewport */
5270 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5271 /* Transform states follow */
5272 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5430 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5431 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5434 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5435 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5436 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5437 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5438 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5439 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5440 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5441 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5442 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5443 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5444 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5445 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5446 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5447 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5448 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5449 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5450 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5451 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5452 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5453 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5454 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5455 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5456 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5457 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5458 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5459 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5460 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5461 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5462 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5463 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5464 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5465 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5466 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5467 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5468 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5469 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5470 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5471 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5472 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5473 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5474 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5475 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5476 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5477 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5478 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5479 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5480 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5481 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5482 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5483 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5484 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5485 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5486 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5487 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5488 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5489 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5490 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5491 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5492 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5493 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5494 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5495 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5496 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5497 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5498 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5499 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5500 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5501 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5502 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5503 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5504 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5505 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5506 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5507 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5508 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5509 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5510 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5511 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5512 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5513 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5514 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5515 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5516 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5517 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5518 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5519 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5520 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5521 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5522 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5523 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5524 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5525 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5526 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5527 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5528 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5529 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5530 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5531 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5532 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5533 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5534 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5535 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5536 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5537 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5548 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5549 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5550 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5551 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5552 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5553 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5554 /* Fog */
5555 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5556 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5557 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5558 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5559 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5560 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5561 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5562 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5563 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5564 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5565 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5566 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5567 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5568 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5569 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5570 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5571 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5572 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5573 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5574 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5575 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5576 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5577 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5578 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5579 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5580 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5581 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5582 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5583 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5584 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5585 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5586 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5588 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5589 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5590 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5592 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5593 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5594 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5595 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5596 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5597 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5598 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5599 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5600 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5601 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5602 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5603 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5604 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5605 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5606 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5607 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5608 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5609 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5610 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5611 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5612 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5613 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5614 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5615 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5616 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5617 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5620 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5621 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5622 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5623 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5624 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5625 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5626 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5627 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5628 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5629 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5630 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5631 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5632 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5633 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5634 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5635 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5636 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5637 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5638 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5639 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5640 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5641 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5642 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5643 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5644 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5645 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5646 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5647 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5648 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5649 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5650 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5651 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5652 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5653 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5654 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5655 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5656 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5657 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5658 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5659 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5660 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5661 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5662 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5663 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5664 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5665 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5666 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5667 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5668 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5669 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5670 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5671 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5672 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5673 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5674 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5675 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5676 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5677 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5678 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5679 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5680 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5681 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5682 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5683 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5684 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5685 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5686 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5687 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5688 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5689 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5690 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5691 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5692 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5693 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5694 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5695 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5696 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5697 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5698 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5699 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5700 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5701 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5702 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5703 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5704 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5705 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5706 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5707 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5708 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5709 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5710 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5711 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5712 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5713 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5714 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5715 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5716 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5717 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5718 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5719 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5720 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5721 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5722 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5723 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5724 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5725 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5728 /* Context activation is done by the caller. */
5729 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5731 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5733 return shader_priv;
5736 static void ffp_free(struct wined3d_device *device) {}
5738 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5740 caps->xyzrhw = FALSE;
5741 caps->ffp_generic_attributes = FALSE;
5742 caps->max_active_lights = gl_info->limits.lights;
5743 caps->max_vertex_blend_matrices = gl_info->limits.blends;
5744 caps->max_vertex_blend_matrix_index = 0;
5745 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5746 | WINED3DVTXPCAPS_MATERIALSOURCE7
5747 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5748 | WINED3DVTXPCAPS_LOCALVIEWER
5749 | WINED3DVTXPCAPS_VERTEXFOG
5750 | WINED3DVTXPCAPS_TEXGEN
5751 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5752 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5753 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
5754 caps->raster_caps = 0;
5755 if (gl_info->supported[NV_FOG_DISTANCE])
5756 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5759 static DWORD vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5761 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5764 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5766 ffp_enable,
5767 vp_ffp_get_caps,
5768 vp_ffp_get_emul_mask,
5769 ffp_alloc,
5770 ffp_free,
5771 vp_ffp_states,
5774 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5776 caps->wined3d_caps = 0;
5777 caps->PrimitiveMiscCaps = 0;
5778 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5779 | WINED3DTEXOPCAPS_ADDSIGNED
5780 | WINED3DTEXOPCAPS_ADDSIGNED2X
5781 | WINED3DTEXOPCAPS_MODULATE
5782 | WINED3DTEXOPCAPS_MODULATE2X
5783 | WINED3DTEXOPCAPS_MODULATE4X
5784 | WINED3DTEXOPCAPS_SELECTARG1
5785 | WINED3DTEXOPCAPS_SELECTARG2
5786 | WINED3DTEXOPCAPS_DISABLE;
5788 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5789 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5790 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5792 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5793 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5794 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5795 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5796 | WINED3DTEXOPCAPS_LERP
5797 | WINED3DTEXOPCAPS_SUBTRACT;
5799 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5800 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5802 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5803 | WINED3DTEXOPCAPS_MULTIPLYADD
5804 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5805 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5806 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5808 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5809 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5811 caps->MaxTextureBlendStages = gl_info->limits.textures;
5812 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5815 static DWORD ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
5817 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5820 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5822 if (TRACE_ON(d3d))
5824 TRACE("Checking support for fixup:\n");
5825 dump_color_fixup_desc(fixup);
5828 /* We only support identity conversions. */
5829 if (is_identity_fixup(fixup))
5831 TRACE("[OK]\n");
5832 return TRUE;
5835 TRACE("[FAILED]\n");
5836 return FALSE;
5839 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5841 return TRUE;
5844 static void ffp_none_context_free(struct wined3d_context *context)
5848 const struct fragment_pipeline ffp_fragment_pipeline = {
5849 ffp_enable,
5850 ffp_fragment_get_caps,
5851 ffp_fragment_get_emul_mask,
5852 ffp_alloc,
5853 ffp_free,
5854 ffp_none_context_alloc,
5855 ffp_none_context_free,
5856 ffp_color_fixup_supported,
5857 ffp_fragmentstate_template,
5860 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5862 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5864 return shader_priv;
5867 static void none_free(struct wined3d_device *device) {}
5869 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5871 memset(caps, 0, sizeof(*caps));
5874 static DWORD vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5876 return 0;
5879 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5881 none_enable,
5882 vp_none_get_caps,
5883 vp_none_get_emul_mask,
5884 none_alloc,
5885 none_free,
5886 NULL,
5889 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5891 memset(caps, 0, sizeof(*caps));
5894 static DWORD fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5896 return 0;
5899 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5901 return is_identity_fixup(fixup);
5904 const struct fragment_pipeline none_fragment_pipe =
5906 none_enable,
5907 fp_none_get_caps,
5908 fp_none_get_emul_mask,
5909 none_alloc,
5910 none_free,
5911 ffp_none_context_alloc,
5912 ffp_none_context_free,
5913 fp_none_color_fixup_supported,
5914 NULL,
5917 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5919 unsigned int i;
5920 for(i = 0; funcs[i]; i++);
5921 return i;
5924 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5926 context->device->multistate_funcs[state_id][0](context, state, state_id);
5927 context->device->multistate_funcs[state_id][1](context, state, state_id);
5930 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5932 context->device->multistate_funcs[state_id][0](context, state, state_id);
5933 context->device->multistate_funcs[state_id][1](context, state, state_id);
5934 context->device->multistate_funcs[state_id][2](context, state, state_id);
5937 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5938 const struct wined3d_d3d_info *d3d_info)
5940 unsigned int start, last, i;
5942 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5943 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5944 for (i = start; i <= last; ++i)
5946 state_table[i].representative = 0;
5947 state_table[i].apply = state_undefined;
5950 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5951 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5952 for (i = start; i <= last; ++i)
5954 state_table[i].representative = 0;
5955 state_table[i].apply = state_undefined;
5958 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5959 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5960 for (i = start; i <= last; ++i)
5962 state_table[i].representative = 0;
5963 state_table[i].apply = state_undefined;
5967 static void validate_state_table(struct StateEntry *state_table)
5969 static const struct
5971 DWORD first;
5972 DWORD last;
5974 rs_holes[] =
5976 { 1, 1},
5977 { 3, 3},
5978 { 17, 18},
5979 { 21, 21},
5980 { 42, 45},
5981 { 47, 47},
5982 { 61, 127},
5983 {149, 150},
5984 {169, 169},
5985 {177, 177},
5986 {196, 197},
5987 { 0, 0},
5989 static const DWORD simple_states[] =
5991 STATE_MATERIAL,
5992 STATE_VDECL,
5993 STATE_STREAMSRC,
5994 STATE_INDEXBUFFER,
5995 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5996 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5997 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5998 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
5999 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
6000 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
6001 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
6002 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
6003 STATE_COMPUTE_SHADER_RESOURCE_BINDING,
6004 STATE_GRAPHICS_SHADER_RESOURCE_BINDING,
6005 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING,
6006 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING,
6007 STATE_VIEWPORT,
6008 STATE_LIGHT_TYPE,
6009 STATE_SCISSORRECT,
6010 STATE_FRONTFACE,
6011 STATE_POINTSPRITECOORDORIGIN,
6012 STATE_BASEVERTEXINDEX,
6013 STATE_FRAMEBUFFER,
6014 STATE_POINT_ENABLE,
6015 STATE_COLOR_KEY,
6017 unsigned int i, current;
6019 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
6021 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
6023 if (!state_table[i].representative)
6024 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
6026 else if (state_table[i].representative)
6027 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
6029 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
6032 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
6034 if (!state_table[simple_states[i]].representative)
6035 ERR("State %s (%#x) should have a representative.\n",
6036 debug_d3dstate(simple_states[i]), simple_states[i]);
6039 for (i = 0; i < STATE_HIGHEST + 1; ++i)
6041 DWORD rep = state_table[i].representative;
6042 if (rep)
6044 if (state_table[rep].representative != rep)
6046 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
6047 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
6048 state_table[i].representative = 0;
6051 if (rep != i)
6053 if (state_table[i].apply)
6054 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
6056 else if (!state_table[i].apply)
6058 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
6064 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
6065 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
6066 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
6067 const struct StateEntryTemplate *misc)
6069 unsigned int i, type, handlers;
6070 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
6071 const struct StateEntryTemplate *cur;
6072 BOOL set[STATE_HIGHEST + 1];
6074 memset(multistate_funcs, 0, sizeof(multistate_funcs));
6076 for(i = 0; i < STATE_HIGHEST + 1; i++) {
6077 StateTable[i].representative = 0;
6078 StateTable[i].apply = state_undefined;
6081 for(type = 0; type < 3; type++) {
6082 /* This switch decides the order in which the states are applied */
6083 switch(type) {
6084 case 0: cur = misc; break;
6085 case 1: cur = fragment->states; break;
6086 case 2: cur = vertex->vp_states; break;
6087 default: cur = NULL; /* Stupid compiler */
6089 if(!cur) continue;
6091 /* GL extension filtering should not prevent multiple handlers being applied from different
6092 * pipeline parts
6094 memset(set, 0, sizeof(set));
6096 for(i = 0; cur[i].state; i++) {
6097 APPLYSTATEFUNC *funcs_array;
6099 /* Only use the first matching state with the available extension from one template.
6100 * e.g.
6101 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
6102 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
6104 * if GL_XYZ_fancy is supported, ignore the 2nd line
6106 if(set[cur[i].state]) continue;
6107 /* Skip state lines depending on unsupported extensions */
6108 if (!gl_info->supported[cur[i].extension]) continue;
6109 set[cur[i].state] = TRUE;
6110 /* In some cases having an extension means that nothing has to be
6111 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
6112 * supported, the texture coordinate fixup can be ignored. If the
6113 * apply function is used, mark the state set(done above) to prevent
6114 * applying later lines, but do not record anything in the state
6115 * table
6117 if (!cur[i].content.representative) continue;
6119 handlers = num_handlers(multistate_funcs[cur[i].state]);
6120 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
6121 switch(handlers) {
6122 case 0:
6123 StateTable[cur[i].state].apply = cur[i].content.apply;
6124 break;
6125 case 1:
6126 StateTable[cur[i].state].apply = multistate_apply_2;
6127 if (!(dev_multistate_funcs[cur[i].state] = wined3d_calloc(2, sizeof(**dev_multistate_funcs))))
6128 goto out_of_mem;
6130 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
6131 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
6132 break;
6133 case 2:
6134 StateTable[cur[i].state].apply = multistate_apply_3;
6135 funcs_array = HeapReAlloc(GetProcessHeap(),
6137 dev_multistate_funcs[cur[i].state],
6138 sizeof(**dev_multistate_funcs) * 3);
6139 if (!funcs_array) {
6140 goto out_of_mem;
6143 dev_multistate_funcs[cur[i].state] = funcs_array;
6144 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
6145 break;
6146 default:
6147 ERR("Unexpected amount of state handlers for state %u: %u\n",
6148 cur[i].state, handlers + 1);
6151 if (StateTable[cur[i].state].representative
6152 && StateTable[cur[i].state].representative != cur[i].content.representative)
6154 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
6155 debug_d3dstate(cur[i].state), cur[i].state);
6157 StateTable[cur[i].state].representative = cur[i].content.representative;
6161 prune_invalid_states(StateTable, gl_info, d3d_info);
6162 validate_state_table(StateTable);
6164 return WINED3D_OK;
6166 out_of_mem:
6167 for (i = 0; i <= STATE_HIGHEST; ++i) {
6168 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
6171 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
6173 return E_OUTOFMEMORY;