dmband: Rewrite band lbin list parsing.
[wine.git] / dlls / wined3d / state.c
blob07c1126949620aff1660f350f71c10b585504be6
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include <stdio.h>
30 #include "wined3d_private.h"
31 #include "wined3d_gl.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 ULONG CDECL wined3d_blend_state_incref(struct wined3d_blend_state *state)
37 unsigned int refcount = InterlockedIncrement(&state->refcount);
39 TRACE("%p increasing refcount to %u.\n", state, refcount);
41 return refcount;
44 static void wined3d_blend_state_destroy_object(void *object)
46 TRACE("object %p.\n", object);
48 heap_free(object);
51 ULONG CDECL wined3d_blend_state_decref(struct wined3d_blend_state *state)
53 unsigned int refcount = wined3d_atomic_decrement_mutex_lock(&state->refcount);
54 struct wined3d_device *device = state->device;
56 TRACE("%p decreasing refcount to %u.\n", state, refcount);
58 if (!refcount)
60 state->parent_ops->wined3d_object_destroyed(state->parent);
61 wined3d_cs_destroy_object(device->cs, wined3d_blend_state_destroy_object, state);
62 wined3d_mutex_unlock();
65 return refcount;
68 void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *state)
70 TRACE("state %p.\n", state);
72 return state->parent;
75 static BOOL is_dual_source(enum wined3d_blend state)
77 return state >= WINED3D_BLEND_SRC1COLOR && state <= WINED3D_BLEND_INVSRC1ALPHA;
80 HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device,
81 const struct wined3d_blend_state_desc *desc, void *parent,
82 const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state)
84 struct wined3d_blend_state *object;
86 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
87 device, desc, parent, parent_ops, state);
89 if (!(object = heap_alloc_zero(sizeof(*object))))
90 return E_OUTOFMEMORY;
92 object->refcount = 1;
93 object->desc = *desc;
94 object->parent = parent;
95 object->parent_ops = parent_ops;
96 object->device = device;
98 object->dual_source = desc->rt[0].enable
99 && (is_dual_source(desc->rt[0].src)
100 || is_dual_source(desc->rt[0].dst)
101 || is_dual_source(desc->rt[0].src_alpha)
102 || is_dual_source(desc->rt[0].dst_alpha));
104 TRACE("Created blend state %p.\n", object);
105 *state = object;
107 return WINED3D_OK;
110 ULONG CDECL wined3d_depth_stencil_state_incref(struct wined3d_depth_stencil_state *state)
112 unsigned int refcount = InterlockedIncrement(&state->refcount);
114 TRACE("%p increasing refcount to %u.\n", state, refcount);
116 return refcount;
119 static void wined3d_depth_stencil_state_destroy_object(void *object)
121 TRACE("object %p.\n", object);
123 heap_free(object);
126 ULONG CDECL wined3d_depth_stencil_state_decref(struct wined3d_depth_stencil_state *state)
128 unsigned int refcount = wined3d_atomic_decrement_mutex_lock(&state->refcount);
129 struct wined3d_device *device = state->device;
131 TRACE("%p decreasing refcount to %u.\n", state, refcount);
133 if (!refcount)
135 state->parent_ops->wined3d_object_destroyed(state->parent);
136 wined3d_cs_destroy_object(device->cs, wined3d_depth_stencil_state_destroy_object, state);
137 wined3d_mutex_unlock();
140 return refcount;
143 void * CDECL wined3d_depth_stencil_state_get_parent(const struct wined3d_depth_stencil_state *state)
145 TRACE("state %p.\n", state);
147 return state->parent;
150 static bool stencil_op_writes_ds(const struct wined3d_stencil_op_desc *desc)
152 return desc->fail_op != WINED3D_STENCIL_OP_KEEP
153 || desc->depth_fail_op != WINED3D_STENCIL_OP_KEEP
154 || desc->pass_op != WINED3D_STENCIL_OP_KEEP;
157 static bool depth_stencil_state_desc_writes_ds(const struct wined3d_depth_stencil_state_desc *desc)
159 if (desc->depth && desc->depth_write)
160 return true;
162 if (desc->stencil && desc->stencil_write_mask)
164 if (stencil_op_writes_ds(&desc->front) || stencil_op_writes_ds(&desc->back))
165 return true;
168 return false;
171 HRESULT CDECL wined3d_depth_stencil_state_create(struct wined3d_device *device,
172 const struct wined3d_depth_stencil_state_desc *desc, void *parent,
173 const struct wined3d_parent_ops *parent_ops, struct wined3d_depth_stencil_state **state)
175 struct wined3d_depth_stencil_state *object;
177 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
178 device, desc, parent, parent_ops, state);
180 if (!(object = heap_alloc_zero(sizeof(*object))))
181 return E_OUTOFMEMORY;
183 object->refcount = 1;
184 object->desc = *desc;
185 object->parent = parent;
186 object->parent_ops = parent_ops;
187 object->device = device;
189 object->writes_ds = depth_stencil_state_desc_writes_ds(desc);
191 TRACE("Created depth/stencil state %p.\n", object);
192 *state = object;
194 return WINED3D_OK;
197 ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state)
199 unsigned int refcount = InterlockedIncrement(&state->refcount);
201 TRACE("%p increasing refcount to %u.\n", state, refcount);
203 return refcount;
206 static void wined3d_rasterizer_state_destroy_object(void *object)
208 TRACE("object %p.\n", object);
210 heap_free(object);
213 ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
215 unsigned int refcount = wined3d_atomic_decrement_mutex_lock(&state->refcount);
216 struct wined3d_device *device = state->device;
218 TRACE("%p decreasing refcount to %u.\n", state, refcount);
220 if (!refcount)
222 state->parent_ops->wined3d_object_destroyed(state->parent);
223 wined3d_cs_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
224 wined3d_mutex_unlock();
227 return refcount;
230 void * CDECL wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state *state)
232 TRACE("rasterizer_state %p.\n", state);
234 return state->parent;
237 HRESULT CDECL wined3d_rasterizer_state_create(struct wined3d_device *device,
238 const struct wined3d_rasterizer_state_desc *desc, void *parent,
239 const struct wined3d_parent_ops *parent_ops, struct wined3d_rasterizer_state **state)
241 struct wined3d_rasterizer_state *object;
243 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
244 device, desc, parent, parent_ops, state);
246 if (!(object = heap_alloc_zero(sizeof(*object))))
247 return E_OUTOFMEMORY;
249 object->refcount = 1;
250 object->desc = *desc;
251 object->parent = parent;
252 object->parent_ops = parent_ops;
253 object->device = device;
255 TRACE("Created rasterizer state %p.\n", object);
256 *state = object;
258 return WINED3D_OK;
261 /* Context activation for state handler is done by the caller. */
263 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
265 ERR("Undefined state %s (%#lx).\n", debug_d3dstate(state_id), state_id);
268 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
270 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
273 static void fillmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
275 enum wined3d_fill_mode mode = r ? r->desc.fill_mode : WINED3D_FILL_SOLID;
277 switch (mode)
279 case WINED3D_FILL_POINT:
280 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
281 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
282 break;
283 case WINED3D_FILL_WIREFRAME:
284 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
285 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
286 break;
287 case WINED3D_FILL_SOLID:
288 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
289 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
290 break;
291 default:
292 FIXME("Unrecognized fill mode %#x.\n", mode);
296 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
298 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
300 /* Lighting is not enabled if transformed vertices are drawn, but lighting
301 * does not affect the stream sources, so it is not grouped for
302 * performance reasons. */
304 if (state->render_states[WINED3D_RS_LIGHTING]
305 && !context->stream_info.position_transformed)
307 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
308 checkGLcall("glEnable GL_LIGHTING");
310 else
312 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
313 checkGLcall("glDisable GL_LIGHTING");
317 static void cullmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
319 enum wined3d_cull mode = r ? r->desc.cull_mode : WINED3D_CULL_BACK;
321 /* glFrontFace() is set in context.c at context init and on an
322 * offscreen / onscreen rendering switch. */
323 switch (mode)
325 case WINED3D_CULL_NONE:
326 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
327 checkGLcall("glDisable GL_CULL_FACE");
328 break;
329 case WINED3D_CULL_FRONT:
330 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
331 checkGLcall("glEnable GL_CULL_FACE");
332 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
333 checkGLcall("glCullFace(GL_FRONT)");
334 break;
335 case WINED3D_CULL_BACK:
336 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
337 checkGLcall("glEnable GL_CULL_FACE");
338 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
339 checkGLcall("glCullFace(GL_BACK)");
340 break;
341 default:
342 FIXME("Unrecognized cull mode %#x.\n", mode);
346 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
348 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
350 switch (state->render_states[WINED3D_RS_SHADEMODE])
352 case WINED3D_SHADE_FLAT:
353 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
354 checkGLcall("glShadeModel(GL_FLAT)");
355 break;
356 case WINED3D_SHADE_GOURAUD:
357 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
358 * in D3D. */
359 case WINED3D_SHADE_PHONG:
360 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
361 checkGLcall("glShadeModel(GL_SMOOTH)");
362 break;
363 default:
364 FIXME("Unrecognized shade mode %#x.\n",
365 state->render_states[WINED3D_RS_SHADEMODE]);
369 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
371 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
373 if (state->render_states[WINED3D_RS_DITHERENABLE])
375 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
376 checkGLcall("glEnable GL_DITHER");
378 else
380 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
381 checkGLcall("glDisable GL_DITHER");
385 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
387 switch (f)
389 case WINED3D_CMP_NEVER:
390 return GL_NEVER;
391 case WINED3D_CMP_LESS:
392 return GL_LESS;
393 case WINED3D_CMP_EQUAL:
394 return GL_EQUAL;
395 case WINED3D_CMP_LESSEQUAL:
396 return GL_LEQUAL;
397 case WINED3D_CMP_GREATER:
398 return GL_GREATER;
399 case WINED3D_CMP_NOTEQUAL:
400 return GL_NOTEQUAL;
401 case WINED3D_CMP_GREATEREQUAL:
402 return GL_GEQUAL;
403 case WINED3D_CMP_ALWAYS:
404 return GL_ALWAYS;
405 default:
406 if (!f)
407 WARN("Unrecognized compare function %#x.\n", f);
408 else
409 FIXME("Unrecognized compare function %#x.\n", f);
410 return GL_NONE;
414 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
416 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
417 struct wined3d_color color;
419 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
420 TRACE("Setting ambient to %s.\n", debug_color(&color));
421 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
422 checkGLcall("glLightModel for MODEL_AMBIENT");
425 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
427 switch (op)
429 case WINED3D_BLEND_OP_ADD:
430 return GL_FUNC_ADD;
431 case WINED3D_BLEND_OP_SUBTRACT:
432 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
433 case WINED3D_BLEND_OP_REVSUBTRACT:
434 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
435 case WINED3D_BLEND_OP_MIN:
436 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
437 case WINED3D_BLEND_OP_MAX:
438 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
439 default:
440 if (!op)
441 WARN("Unhandled blend op %#x.\n", op);
442 else
443 FIXME("Unhandled blend op %#x.\n", op);
444 return GL_FUNC_ADD;
448 static void blendop(const struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
450 const struct wined3d_blend_state *b = state->blend_state;
451 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
452 GLenum blend_equation = GL_FUNC_ADD_EXT;
454 if (!gl_info->supported[WINED3D_GL_BLEND_EQUATION])
456 WARN("Unsupported in local OpenGL implementation: glBlendEquation.\n");
457 return;
460 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
461 if (b->desc.rt[0].op_alpha && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
463 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
464 return;
467 blend_equation = gl_blend_op(gl_info, b->desc.rt[0].op);
468 blend_equation_alpha = gl_blend_op(gl_info, b->desc.rt[0].op_alpha);
469 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
471 if (b->desc.rt[0].op != b->desc.rt[0].op_alpha)
473 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
474 checkGLcall("glBlendEquationSeparate");
476 else
478 GL_EXTCALL(glBlendEquation(blend_equation));
479 checkGLcall("glBlendEquation");
483 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
485 switch (factor)
487 case WINED3D_BLEND_ZERO:
488 return GL_ZERO;
489 case WINED3D_BLEND_ONE:
490 return GL_ONE;
491 case WINED3D_BLEND_SRCCOLOR:
492 return GL_SRC_COLOR;
493 case WINED3D_BLEND_INVSRCCOLOR:
494 return GL_ONE_MINUS_SRC_COLOR;
495 case WINED3D_BLEND_SRCALPHA:
496 return GL_SRC_ALPHA;
497 case WINED3D_BLEND_INVSRCALPHA:
498 return GL_ONE_MINUS_SRC_ALPHA;
499 case WINED3D_BLEND_DESTCOLOR:
500 return GL_DST_COLOR;
501 case WINED3D_BLEND_INVDESTCOLOR:
502 return GL_ONE_MINUS_DST_COLOR;
503 /* To compensate for the lack of format switching with backbuffer
504 * offscreen rendering, and with onscreen rendering, we modify the
505 * alpha test parameters for (INV)DESTALPHA if the render target
506 * doesn't support alpha blending. A nonexistent alpha channel
507 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
508 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
509 case WINED3D_BLEND_DESTALPHA:
510 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
511 case WINED3D_BLEND_INVDESTALPHA:
512 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
513 case WINED3D_BLEND_SRCALPHASAT:
514 return GL_SRC_ALPHA_SATURATE;
515 case WINED3D_BLEND_BLENDFACTOR:
516 return GL_CONSTANT_COLOR_EXT;
517 case WINED3D_BLEND_INVBLENDFACTOR:
518 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
519 case WINED3D_BLEND_SRC1COLOR:
520 return GL_SRC1_COLOR;
521 case WINED3D_BLEND_INVSRC1COLOR:
522 return GL_ONE_MINUS_SRC1_COLOR;
523 case WINED3D_BLEND_SRC1ALPHA:
524 return GL_SRC1_ALPHA;
525 case WINED3D_BLEND_INVSRC1ALPHA:
526 return GL_ONE_MINUS_SRC1_ALPHA;
527 default:
528 if (!factor)
529 WARN("Unhandled blend factor %#x.\n", factor);
530 else
531 FIXME("Unhandled blend factor %#x.\n", factor);
532 return GL_NONE;
536 static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend,
537 enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend,
538 const struct wined3d_format *rt_format)
540 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
541 * source blending values which are still valid up to d3d9. They should
542 * not occur as dest blend values. */
543 if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA)
545 *src_blend = GL_SRC_ALPHA;
546 *dst_blend = GL_ONE_MINUS_SRC_ALPHA;
548 else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
550 *src_blend = GL_ONE_MINUS_SRC_ALPHA;
551 *dst_blend = GL_SRC_ALPHA;
553 else
555 *src_blend = gl_blend_factor(d3d_src_blend, rt_format);
556 *dst_blend = gl_blend_factor(d3d_dst_blend, rt_format);
560 static void state_blend_factor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
562 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
565 static void state_blend_factor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
567 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
568 const struct wined3d_color *factor = &state->blend_factor;
570 TRACE("Setting blend factor to %s.\n", debug_color(factor));
572 GL_EXTCALL(glBlendColor(factor->r, factor->g, factor->b, factor->a));
573 checkGLcall("glBlendColor");
576 static BOOL is_blend_enabled(struct wined3d_context *context, const struct wined3d_state *state, UINT index)
578 const struct wined3d_blend_state *b = state->blend_state;
580 if (!state->fb.render_targets[index])
581 return FALSE;
583 if (!b->desc.rt[index].enable)
584 return FALSE;
586 /* Disable blending in all cases even without pixel shaders.
587 * With blending on we could face a big performance penalty.
588 * The d3d9 visual test confirms the behavior. */
589 if (context->render_offscreen
590 && !(state->fb.render_targets[index]->format_caps & WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING))
591 return FALSE;
593 return TRUE;
596 static void blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
598 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
599 const struct wined3d_blend_state *b = state->blend_state;
600 const struct wined3d_format *rt_format;
601 GLenum src_blend, dst_blend;
602 unsigned int mask;
604 if (gl_info->supported[ARB_MULTISAMPLE])
606 if (b && b->desc.alpha_to_coverage)
607 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
608 else
609 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
610 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
613 if (b && b->desc.independent)
614 WARN("Independent blend is not supported by this GL implementation.\n");
616 mask = b ? b->desc.rt[0].writemask : 0xf;
618 gl_info->gl_ops.gl.p_glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
619 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
620 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
621 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
622 checkGLcall("glColorMask");
624 if (!b || !is_blend_enabled(context, state, 0))
626 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
627 checkGLcall("glDisable GL_BLEND");
628 return;
631 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
632 checkGLcall("glEnable GL_BLEND");
634 rt_format = state->fb.render_targets[0]->format;
636 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[0].src, b->desc.rt[0].dst, rt_format);
638 blendop(state, gl_info);
640 if (b->desc.rt[0].src != b->desc.rt[0].src_alpha || b->desc.rt[0].dst != b->desc.rt[0].dst_alpha)
642 GLenum src_blend_alpha, dst_blend_alpha;
644 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
645 if (!gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
647 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
648 return;
651 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, b->desc.rt[0].src_alpha, b->desc.rt[0].dst_alpha, rt_format);
653 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
654 checkGLcall("glBlendFuncSeparate");
656 else
658 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend);
659 gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend);
660 checkGLcall("glBlendFunc");
663 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
664 * updating. */
665 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
666 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
669 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
671 GL_EXTCALL(glColorMaski(index,
672 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
673 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
674 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
675 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
676 checkGLcall("glColorMaski");
679 static void blend_db2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
681 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
682 GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
683 const struct wined3d_blend_state *b = state->blend_state;
684 const struct wined3d_format *rt_format;
685 BOOL dual_source = b && b->dual_source;
686 unsigned int i;
688 if (b && b->desc.alpha_to_coverage)
689 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
690 else
691 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
692 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
694 if (context->last_was_dual_source_blend != dual_source)
696 /* Dual source blending changes the location of the output varyings. */
697 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
698 context->last_was_dual_source_blend = dual_source;
701 if (!b || !b->desc.independent)
703 blend(context, state, state_id);
704 return;
707 rt_format = state->fb.render_targets[0]->format;
708 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[0].src, b->desc.rt[0].dst, rt_format);
709 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, b->desc.rt[0].src_alpha, b->desc.rt[0].dst_alpha, rt_format);
711 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
712 checkGLcall("glBlendFuncSeparate");
714 GL_EXTCALL(glBlendEquationSeparate(gl_blend_op(gl_info, b->desc.rt[0].op),
715 gl_blend_op(gl_info, b->desc.rt[0].op_alpha)));
716 checkGLcall("glBlendEquationSeparate");
718 for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
720 set_color_mask(gl_info, i, b->desc.rt[i].writemask);
722 if (!is_blend_enabled(context, state, i))
724 GL_EXTCALL(glDisablei(GL_BLEND, i));
725 checkGLcall("glDisablei GL_BLEND");
726 continue;
729 GL_EXTCALL(glEnablei(GL_BLEND, i));
730 checkGLcall("glEnablei GL_BLEND");
732 if (b->desc.rt[i].src != b->desc.rt[0].src
733 || b->desc.rt[i].dst != b->desc.rt[0].dst
734 || b->desc.rt[i].op != b->desc.rt[0].op
735 || b->desc.rt[i].src_alpha != b->desc.rt[0].src_alpha
736 || b->desc.rt[i].dst_alpha != b->desc.rt[0].dst_alpha
737 || b->desc.rt[i].op_alpha != b->desc.rt[0].op_alpha)
738 WARN("Independent blend equations and blend functions are not supported by this GL implementation.\n");
741 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
742 * updating. */
743 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
744 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
747 static void blend_dbb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
749 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
750 const struct wined3d_blend_state *b = state->blend_state;
751 BOOL dual_source = b && b->dual_source;
752 unsigned int i;
754 if (b && b->desc.alpha_to_coverage)
755 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
756 else
757 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
758 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
760 if (context->last_was_dual_source_blend != dual_source)
762 /* Dual source blending changes the location of the output varyings. */
763 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
764 context->last_was_dual_source_blend = dual_source;
767 if (!b || !b->desc.independent)
769 blend(context, state, state_id);
770 return;
773 for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
775 GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
776 const struct wined3d_format *rt_format;
778 set_color_mask(gl_info, i, b->desc.rt[i].writemask);
780 if (!is_blend_enabled(context, state, i))
782 GL_EXTCALL(glDisablei(GL_BLEND, i));
783 checkGLcall("glDisablei GL_BLEND");
784 continue;
787 GL_EXTCALL(glEnablei(GL_BLEND, i));
788 checkGLcall("glEnablei GL_BLEND");
790 rt_format = state->fb.render_targets[i]->format;
791 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[i].src, b->desc.rt[i].dst, rt_format);
792 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha,
793 b->desc.rt[i].src_alpha, b->desc.rt[i].dst_alpha, rt_format);
795 GL_EXTCALL(glBlendFuncSeparatei(i, src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
796 checkGLcall("glBlendFuncSeparatei");
798 GL_EXTCALL(glBlendEquationSeparatei(i, gl_blend_op(gl_info, b->desc.rt[i].op),
799 gl_blend_op(gl_info, b->desc.rt[i].op_alpha)));
800 checkGLcall("glBlendEquationSeparatei");
803 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
804 * updating. */
805 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
806 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
809 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
811 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
812 int glParm = 0;
813 float ref;
814 BOOL enable_ckey = FALSE;
816 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
818 /* Find out if the texture on the first stage has a ckey set. The alpha
819 * state func reads the texture settings, even though alpha and texture
820 * are not grouped together. This is to avoid making a huge alpha +
821 * texture + texture stage + ckey block due to the hardly used
822 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
823 * function will call alpha in case it finds some texture + colorkeyenable
824 * combination which needs extra care. */
825 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
826 enable_ckey = TRUE;
828 if (enable_ckey || context->last_was_ckey)
829 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
830 context->last_was_ckey = enable_ckey;
832 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
833 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
835 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
836 checkGLcall("glEnable GL_ALPHA_TEST");
838 else
840 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
841 checkGLcall("glDisable GL_ALPHA_TEST");
842 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
843 * enable call
845 return;
848 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
850 glParm = GL_NOTEQUAL;
851 ref = 0.0f;
853 else
855 ref = wined3d_alpha_ref(state);
856 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
858 if (glParm)
860 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
861 checkGLcall("glAlphaFunc");
865 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
867 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
868 uint32_t enable_mask;
870 if (use_vs(state) && !context->d3d_info->vs_clipping)
872 static BOOL warned;
874 /* The OpenGL spec says that clipping planes are disabled when using
875 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
876 * driver keeps clipping planes activated with shaders in some
877 * conditions I got sick of tracking down. The shader state handler
878 * disables all clip planes because of that - don't do anything here
879 * and keep them disabled. */
880 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
881 FIXME("Clipping not supported with vertex shaders.\n");
882 return;
885 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
886 * The enabled / disabled planes are hardcoded into the shader. Update the
887 * shader to update the enabled clipplanes. In case of fixed function, we
888 * need to update the clipping field from ffp_vertex_settings. */
889 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
891 /* If enabling / disabling all
892 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
894 enable_mask = state->render_states[WINED3D_RS_CLIPPING] ?
895 state->render_states[WINED3D_RS_CLIPPLANEENABLE] : 0;
896 wined3d_context_gl_enable_clip_distances(context_gl, enable_mask);
899 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
901 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
903 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
904 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
905 * specular color. This is wrong:
906 * Separate specular color means the specular colour is maintained separately, whereas
907 * single color means it is merged in. However in both cases they are being used to
908 * some extent.
909 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
910 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
911 * running 1.4 yet!
914 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
915 * Instead, we need to setup the FinalCombiner properly.
917 * The default setup for the FinalCombiner is:
919 * <variable> <input> <mapping> <usage>
920 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
921 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
922 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
923 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
924 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
925 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
926 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
928 * That's pretty much fine as it is, except for variable B, which needs to take
929 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
930 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
933 TRACE("Setting specular enable state and materials\n");
934 if (state->render_states[WINED3D_RS_SPECULARENABLE])
936 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
937 checkGLcall("glMaterialfv");
939 if (state->material.power > gl_info->limits.shininess)
941 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
942 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
943 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
944 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
945 * them, it should be safe to do so without major visual distortions.
947 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
948 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
950 else
952 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
954 checkGLcall("glMaterialf(GL_SHININESS)");
956 if (gl_info->supported[EXT_SECONDARY_COLOR])
957 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
958 else
959 TRACE("Specular colors cannot be enabled in this version of opengl\n");
960 checkGLcall("glEnable(GL_COLOR_SUM)");
962 if (gl_info->supported[NV_REGISTER_COMBINERS])
964 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
965 checkGLcall("glFinalCombinerInputNV()");
967 } else {
968 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
970 /* for the case of enabled lighting: */
971 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
972 checkGLcall("glMaterialfv");
974 /* for the case of disabled lighting: */
975 if (gl_info->supported[EXT_SECONDARY_COLOR])
976 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
977 else
978 TRACE("Specular colors cannot be disabled in this version of opengl\n");
979 checkGLcall("glDisable(GL_COLOR_SUM)");
981 if (gl_info->supported[NV_REGISTER_COMBINERS])
983 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
984 checkGLcall("glFinalCombinerInputNV()");
988 TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
989 TRACE("ambient %s\n", debug_color(&state->material.ambient));
990 TRACE("specular %s\n", debug_color(&state->material.specular));
991 TRACE("emissive %s\n", debug_color(&state->material.emissive));
993 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
994 checkGLcall("glMaterialfv(GL_AMBIENT)");
995 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
996 checkGLcall("glMaterialfv(GL_DIFFUSE)");
997 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
998 checkGLcall("glMaterialfv(GL_EMISSION)");
1001 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1003 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1004 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1005 struct wined3d_color color;
1006 unsigned int i;
1008 /* Note the texture color applies to all textures whereas
1009 * GL_TEXTURE_ENV_COLOR applies to active only. */
1010 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
1012 /* And now the default texture color as well */
1013 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
1015 /* Note the WINED3D_RS value applies to all textures, but GL has one
1016 * per texture, so apply it now ready to be used! */
1017 wined3d_context_gl_active_texture(context_gl, gl_info, i);
1019 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
1020 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
1024 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
1025 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
1027 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1029 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1030 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1031 GL_EXTCALL(glActiveStencilFaceEXT(face));
1032 checkGLcall("glActiveStencilFaceEXT(...)");
1033 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
1034 checkGLcall("glStencilFunc(...)");
1035 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
1036 checkGLcall("glStencilOp(...)");
1039 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
1041 switch (op)
1043 case WINED3D_STENCIL_OP_KEEP:
1044 return GL_KEEP;
1045 case WINED3D_STENCIL_OP_ZERO:
1046 return GL_ZERO;
1047 case WINED3D_STENCIL_OP_REPLACE:
1048 return GL_REPLACE;
1049 case WINED3D_STENCIL_OP_INCR_SAT:
1050 return GL_INCR;
1051 case WINED3D_STENCIL_OP_DECR_SAT:
1052 return GL_DECR;
1053 case WINED3D_STENCIL_OP_INVERT:
1054 return GL_INVERT;
1055 case WINED3D_STENCIL_OP_INCR:
1056 return GL_INCR_WRAP;
1057 case WINED3D_STENCIL_OP_DECR:
1058 return GL_DECR_WRAP;
1059 default:
1060 if (!op)
1061 WARN("Unrecognized stencil op %#x.\n", op);
1062 else
1063 FIXME("Unrecognized stencil op %#x.\n", op);
1064 return GL_KEEP;
1068 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state)
1070 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1071 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1072 GLint func;
1073 GLint func_back;
1074 GLint ref;
1075 GLuint mask;
1076 GLint stencilFail;
1077 GLint stencilFail_back;
1078 GLint stencilPass;
1079 GLint stencilPass_back;
1080 GLint depthFail;
1081 GLint depthFail_back;
1083 /* No stencil test without a stencil buffer. */
1084 if (!state->fb.depth_stencil || !d || !d->desc.stencil)
1086 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1087 checkGLcall("glDisable GL_STENCIL_TEST");
1088 return;
1091 if (!(func = wined3d_gl_compare_func(d->desc.front.func)))
1092 func = GL_ALWAYS;
1093 if (!(func_back = wined3d_gl_compare_func(d->desc.back.func)))
1094 func_back = GL_ALWAYS;
1095 mask = d->desc.stencil_read_mask;
1096 ref = state->stencil_ref & wined3d_mask_from_size(state->fb.depth_stencil->format->stencil_size);
1097 stencilFail = gl_stencil_op(d->desc.front.fail_op);
1098 depthFail = gl_stencil_op(d->desc.front.depth_fail_op);
1099 stencilPass = gl_stencil_op(d->desc.front.pass_op);
1100 stencilFail_back = gl_stencil_op(d->desc.back.fail_op);
1101 depthFail_back = gl_stencil_op(d->desc.back.depth_fail_op);
1102 stencilPass_back = gl_stencil_op(d->desc.back.pass_op);
1104 TRACE("(ref %x, mask %x, "
1105 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
1106 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
1107 ref, mask,
1108 func, stencilFail, depthFail, stencilPass,
1109 func_back, stencilFail_back, depthFail_back, stencilPass_back);
1111 if (memcmp(&d->desc.front, &d->desc.back, sizeof(d->desc.front)))
1113 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
1114 checkGLcall("glEnable GL_STENCIL_TEST");
1116 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
1118 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
1119 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
1120 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask));
1121 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
1122 checkGLcall("setting two sided stencil state");
1124 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
1126 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
1127 * which has an effect on the code below too. If we apply the front face
1128 * afterwards, we are sure that the active stencil face is set to front,
1129 * and other stencil functions which do not use two sided stencil do not have
1130 * to set it back
1132 renderstate_stencil_twosided(context, GL_BACK,
1133 func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back);
1134 renderstate_stencil_twosided(context, GL_FRONT,
1135 func, ref, mask, stencilFail, depthFail, stencilPass);
1137 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
1139 GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask));
1140 checkGLcall("glStencilFuncSeparateATI(...)");
1141 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
1142 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
1143 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
1144 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
1146 else
1148 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
1151 else
1153 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
1155 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1156 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1159 /* This code disables the ATI extension as well, since the standard stencil functions are equal
1160 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
1162 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
1163 checkGLcall("glEnable GL_STENCIL_TEST");
1164 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
1165 checkGLcall("glStencilFunc(...)");
1166 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
1167 checkGLcall("glStencilOp(...)");
1171 static void depth(struct wined3d_context *context, const struct wined3d_state *state)
1173 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1174 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1175 BOOL enable_depth = d ? d->desc.depth : TRUE;
1176 GLenum depth_func = GL_LESS;
1178 if (!state->fb.depth_stencil)
1180 TRACE("No depth/stencil buffer is attached; disabling depth test.\n");
1181 enable_depth = FALSE;
1184 if (enable_depth)
1186 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
1187 checkGLcall("glEnable GL_DEPTH_TEST");
1189 else
1191 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
1192 checkGLcall("glDisable GL_DEPTH_TEST");
1195 if (!d || d->desc.depth_write)
1197 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
1198 checkGLcall("glDepthMask(GL_TRUE)");
1200 else
1202 gl_info->gl_ops.gl.p_glDepthMask(GL_FALSE);
1203 checkGLcall("glDepthMask(GL_FALSE)");
1206 if (d)
1207 depth_func = wined3d_gl_compare_func(d->desc.depth_func);
1208 if (depth_func)
1210 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
1211 checkGLcall("glDepthFunc");
1214 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
1216 /* If min is larger than max, an INVALID_VALUE error is generated.
1217 * In d3d9, the test is not performed in this case. */
1218 if (state->depth_bounds_enable && state->depth_bounds_min <= state->depth_bounds_max)
1220 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1221 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1222 GL_EXTCALL(glDepthBoundsEXT(state->depth_bounds_min, state->depth_bounds_max));
1223 checkGLcall("glDepthBoundsEXT");
1225 else
1227 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1228 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1232 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
1233 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
1236 static void depth_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1238 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1239 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1240 GLuint stencil_write_mask = 0;
1242 depth(context, state);
1243 state_stencil(context, state);
1245 if (state->fb.depth_stencil)
1246 stencil_write_mask = d ? d->desc.stencil_write_mask : ~0u;
1248 gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
1249 checkGLcall("glStencilMask");
1252 static void depth_stencil_2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1254 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1255 const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
1256 GLuint stencil_write_mask = 0;
1258 depth(context, state);
1259 state_stencil(context, state);
1261 if (state->fb.depth_stencil)
1262 stencil_write_mask = d ? d->desc.stencil_write_mask : ~0u;
1264 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
1265 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1266 gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
1267 checkGLcall("glStencilMask");
1268 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
1269 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1270 gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
1273 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1275 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1277 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
1279 if (!state->render_states[WINED3D_RS_FOGENABLE])
1280 return;
1282 /* Table fog on: Never use fog coords, and use per-fragment fog */
1283 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
1285 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
1286 if (context->fog_coord)
1288 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1289 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1290 context->fog_coord = FALSE;
1293 /* Range fog is only used with per-vertex fog in d3d */
1294 if (gl_info->supported[NV_FOG_DISTANCE])
1296 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1297 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1299 return;
1302 /* Otherwise use per-vertex fog in any case */
1303 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
1305 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
1307 /* No fog at all, or transformed vertices: Use fog coord */
1308 if (!context->fog_coord)
1310 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1311 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1312 context->fog_coord = TRUE;
1315 else
1317 /* Otherwise, use the fragment depth */
1318 if (context->fog_coord)
1320 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1321 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1322 context->fog_coord = FALSE;
1325 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1327 if (gl_info->supported[NV_FOG_DISTANCE])
1329 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1330 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1332 else
1334 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1337 else if (gl_info->supported[NV_FOG_DISTANCE])
1339 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1340 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1345 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1347 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1348 float fogstart, fogend;
1350 get_fog_start_end(context, state, &fogstart, &fogend);
1352 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1353 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1354 TRACE("Fog Start == %f\n", fogstart);
1356 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1357 checkGLcall("glFogf(GL_FOG_END, fogend)");
1358 TRACE("Fog End == %f\n", fogend);
1361 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1363 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1364 enum fogsource new_source;
1365 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1366 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1368 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
1370 if (!state->render_states[WINED3D_RS_FOGENABLE])
1372 /* No fog? Disable it, and we're done :-) */
1373 gl_info->p_glDisableWINE(GL_FOG);
1374 checkGLcall("glDisable GL_FOG");
1375 return;
1378 /* Fog Rules:
1380 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1381 * It can use the Z value of the vertex, or the alpha component of the specular color.
1382 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1383 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1384 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1386 * FOGTABLEMODE != NONE:
1387 * The Z value is used, with the equation specified, no matter what vertex type.
1389 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1390 * Per vertex fog is calculated using the specified fog equation and the parameters
1392 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1393 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1394 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1397 * Rules for vertex fog with shaders:
1399 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1400 * the fog computation to happen during transformation while openGL expects it to happen
1401 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1402 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1403 * To solve this problem, WineD3D does:
1404 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1405 * shader,
1406 * and 2) disables the fog computation (in either the fixed function or programmable
1407 * rasterizer) if using a vertex program.
1409 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1410 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1411 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1412 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1413 * There are some GL differences between specular fog coords and vertex shaders though.
1415 * With table fog the vertex shader fog coordinate is ignored.
1417 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1418 * without shaders).
1421 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1422 * the system will apply only pixel(=table) fog effects."
1424 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1426 if (use_vs(state))
1428 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1429 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1430 new_source = FOGSOURCE_VS;
1432 else
1434 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1436 /* If processed vertices are used, fall through to the NONE case */
1437 case WINED3D_FOG_EXP:
1438 if (!context->last_was_rhw)
1440 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1441 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1442 new_source = FOGSOURCE_FFP;
1443 break;
1445 /* drop through */
1447 case WINED3D_FOG_EXP2:
1448 if (!context->last_was_rhw)
1450 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1451 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1452 new_source = FOGSOURCE_FFP;
1453 break;
1455 /* drop through */
1457 case WINED3D_FOG_LINEAR:
1458 if (!context->last_was_rhw)
1460 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1461 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1462 new_source = FOGSOURCE_FFP;
1463 break;
1465 /* drop through */
1467 case WINED3D_FOG_NONE:
1468 /* Both are none? According to msdn the alpha channel of
1469 * the specular colour contains a fog factor. Set it in
1470 * draw_primitive_immediate_mode(). Same happens with
1471 * vertex fog on transformed vertices. */
1472 new_source = FOGSOURCE_COORD;
1473 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1474 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1475 break;
1477 default:
1478 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1479 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1480 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1483 } else {
1484 new_source = FOGSOURCE_FFP;
1486 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1488 case WINED3D_FOG_EXP:
1489 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1490 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1491 break;
1493 case WINED3D_FOG_EXP2:
1494 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1495 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1496 break;
1498 case WINED3D_FOG_LINEAR:
1499 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1500 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1501 break;
1503 case WINED3D_FOG_NONE: /* Won't happen */
1504 default:
1505 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1506 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1510 gl_info->p_glEnableWINE(GL_FOG);
1511 checkGLcall("glEnable GL_FOG");
1512 if (new_source != context->fog_source || fogstart == fogend)
1514 context->fog_source = new_source;
1515 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1519 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1521 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1522 struct wined3d_color color;
1524 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1525 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
1526 checkGLcall("glFog GL_FOG_COLOR");
1529 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1531 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1532 union {
1533 DWORD d;
1534 float f;
1535 } tmpvalue;
1537 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1538 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1539 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1542 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1544 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1545 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1546 GLenum Parm = 0;
1548 context_gl->untracked_material_count = 0;
1549 if ((context_gl->c.stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1550 && state->render_states[WINED3D_RS_COLORVERTEX])
1552 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1553 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1554 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1555 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1556 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1558 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1560 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1561 Parm = GL_AMBIENT_AND_DIFFUSE;
1562 else
1563 Parm = GL_DIFFUSE;
1564 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1565 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
1566 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1567 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1569 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1571 Parm = GL_AMBIENT;
1572 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1573 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
1574 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1575 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1577 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1579 Parm = GL_EMISSION;
1580 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1581 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1583 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1585 Parm = GL_SPECULAR;
1589 /* Nothing changed, return. */
1590 if (Parm == context_gl->tracking_parm)
1591 return;
1593 if (!Parm)
1595 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1596 checkGLcall("glDisable GL_COLOR_MATERIAL");
1598 else
1600 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1601 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1602 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1603 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1606 /* Apparently calls to glMaterialfv are ignored for properties we're
1607 * tracking with glColorMaterial, so apply those here. */
1608 switch (context_gl->tracking_parm)
1610 case GL_AMBIENT_AND_DIFFUSE:
1611 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1612 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1613 checkGLcall("glMaterialfv");
1614 break;
1616 case GL_DIFFUSE:
1617 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1618 checkGLcall("glMaterialfv");
1619 break;
1621 case GL_AMBIENT:
1622 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1623 checkGLcall("glMaterialfv");
1624 break;
1626 case GL_EMISSION:
1627 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1628 checkGLcall("glMaterialfv");
1629 break;
1631 case GL_SPECULAR:
1632 /* Only change material color if specular is enabled, otherwise it is set to black */
1633 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1635 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1636 checkGLcall("glMaterialfv");
1638 else
1640 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1641 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1642 checkGLcall("glMaterialfv");
1644 break;
1647 context_gl->tracking_parm = Parm;
1650 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1652 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1653 union
1655 DWORD d;
1656 struct wined3d_line_pattern lp;
1657 } tmppattern;
1658 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1660 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1662 if (tmppattern.lp.repeat_factor)
1664 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1665 checkGLcall("glLineStipple(repeat, linepattern)");
1666 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1667 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1669 else
1671 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1672 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1676 static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1678 static unsigned int once;
1680 if (!once++)
1681 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1684 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1686 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1688 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1689 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1690 * by zero and is not properly defined in opengl, so avoid it
1692 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1693 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1695 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1696 checkGLcall("glEnable(GL_NORMALIZE);");
1698 else
1700 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1701 checkGLcall("glDisable(GL_NORMALIZE);");
1705 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1707 float min, max;
1709 get_pointsize_minmax(context, state, &min, &max);
1711 if (min != 1.0f)
1712 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1713 if (max != 64.0f)
1714 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1717 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1719 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1720 float min, max;
1722 get_pointsize_minmax(context, state, &min, &max);
1724 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1725 checkGLcall("glPointParameterfEXT(...)");
1726 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1727 checkGLcall("glPointParameterfEXT(...)");
1730 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1732 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1733 float min, max;
1735 get_pointsize_minmax(context, state, &min, &max);
1737 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1738 checkGLcall("glPointParameterfARB(...)");
1739 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1740 checkGLcall("glPointParameterfARB(...)");
1743 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1745 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1746 float att[3];
1747 float pointsize;
1749 get_pointsize(context, state, &pointsize, att);
1751 if (gl_info->supported[ARB_POINT_PARAMETERS])
1753 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1754 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1756 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1758 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1759 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1761 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1763 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1766 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1767 checkGLcall("glPointSize(...);");
1770 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1772 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1774 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1776 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1777 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1779 else
1781 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1782 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1786 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1788 static BOOL warned;
1790 /* TODO: NV_POINT_SPRITE */
1791 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1793 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1794 FIXME("Point sprites not supported\n");
1795 warned = TRUE;
1799 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1801 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1803 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1805 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1806 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1808 else
1810 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1811 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1815 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1817 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1818 WARN("Multisample antialiasing not supported by GL.\n");
1821 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1823 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1825 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1827 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1828 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1830 else
1832 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1833 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1837 static void line_antialias(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
1839 if (r && r->desc.line_antialias)
1841 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
1842 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1844 else
1846 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
1847 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1851 static void scissor(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
1853 if (r && r->desc.scissor)
1855 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1856 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1858 else
1860 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1861 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1865 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1866 * OpenGL the bias is specified in units of "the smallest value that is
1867 * guaranteed to produce a resolvable offset for a given implementation". To
1868 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1869 * We try to detect the value from GL with test draws. On most drivers (r300g,
1870 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1871 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1872 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1873 * not depend on the depth buffer precision on any driver.
1875 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1876 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1878 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1879 * doesn't need to be scaled to account for GL vs D3D differences. */
1880 static void depthbias(struct wined3d_context *context, const struct wined3d_state *state)
1882 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1883 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
1884 float scale_bias = r ? r->desc.scale_bias : 0.0f;
1885 union
1887 DWORD d;
1888 float f;
1889 } const_bias;
1891 const_bias.f = r ? r->desc.depth_bias : 0.0f;
1893 if (scale_bias || const_bias.f)
1895 const struct wined3d_rendertarget_view *depth = state->fb.depth_stencil;
1896 float factor, units, scale, clamp;
1898 clamp = r ? r->desc.depth_bias_clamp : 0.0f;
1900 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS)
1902 factor = units = -(float)const_bias.d;
1904 else
1906 if (depth)
1908 scale = depth->format->depth_bias_scale;
1910 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1911 debug_d3dformat(depth->format->id), scale);
1913 else
1915 /* The context manager will reapply this state on a depth stencil change */
1916 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1917 scale = 0.0f;
1920 factor = scale_bias;
1921 units = const_bias.f * scale;
1924 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1925 if (gl_info->supported[ARB_POLYGON_OFFSET_CLAMP])
1927 gl_info->gl_ops.ext.p_glPolygonOffsetClamp(factor, units, clamp);
1929 else
1931 if (clamp != 0.0f)
1932 WARN("Ignoring depth bias clamp %.8e.\n", clamp);
1933 gl_info->gl_ops.gl.p_glPolygonOffset(factor, units);
1936 else
1938 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1941 checkGLcall("depth bias");
1944 static void state_sample_mask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1946 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1947 unsigned int sample_mask = state->sample_mask;
1949 TRACE("Setting sample mask to %#x.\n", sample_mask);
1950 if (sample_mask != 0xffffffff)
1952 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_MASK);
1953 checkGLcall("glEnable GL_SAMPLE_MASK");
1954 GL_EXTCALL(glSampleMaski(0, sample_mask));
1955 checkGLcall("glSampleMaski");
1957 else
1959 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_MASK);
1960 checkGLcall("glDisable GL_SAMPLE_MASK");
1964 static void state_sample_mask_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1966 WARN("Unsupported in local OpenGL implementation: glSampleMaski.\n");
1969 static void get_src_and_opr(uint32_t arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1970 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1971 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1972 * flag specifies the complement of the input should be used. */
1973 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1974 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1976 /* Calculate the operand */
1977 if (complement) {
1978 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1979 else *operand = GL_ONE_MINUS_SRC_COLOR;
1980 } else {
1981 if (from_alpha) *operand = GL_SRC_ALPHA;
1982 else *operand = GL_SRC_COLOR;
1985 /* Calculate the source */
1986 switch (arg & WINED3DTA_SELECTMASK) {
1987 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1988 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1989 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1990 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1991 case WINED3DTA_SPECULAR:
1993 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1994 * 'Secondary color' and isn't supported until base GL supports it
1995 * There is no concept of temp registers as far as I can tell
1997 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1998 *source = GL_TEXTURE;
1999 break;
2000 default:
2001 FIXME("Unrecognized texture arg %#x\n", arg);
2002 *source = GL_TEXTURE;
2003 break;
2007 /* Setup the texture operations texture stage states */
2008 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2009 BOOL isAlpha, int Stage, enum wined3d_texture_op op, uint32_t arg1, uint32_t arg2, uint32_t arg3)
2011 GLenum src1, src2, src3;
2012 GLenum opr1, opr2, opr3;
2013 GLenum comb_target;
2014 GLenum src0_target, src1_target, src2_target;
2015 GLenum opr0_target, opr1_target, opr2_target;
2016 GLenum scal_target;
2017 GLenum opr=0, invopr, src3_target, opr3_target;
2018 BOOL Handled = FALSE;
2020 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2022 /* Operations usually involve two args, src0 and src1 and are operations
2023 * of the form (a1 <operation> a2). However, some of the more complex
2024 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2025 * Microsoft added in a third parameter called a0. Therefore these are
2026 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2027 * parameter goes to the front.
2029 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2030 * actual functions below, expect their syntax to differ slightly to those
2031 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2032 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2034 if (isAlpha)
2036 comb_target = GL_COMBINE_ALPHA;
2037 src0_target = GL_SOURCE0_ALPHA;
2038 src1_target = GL_SOURCE1_ALPHA;
2039 src2_target = GL_SOURCE2_ALPHA;
2040 opr0_target = GL_OPERAND0_ALPHA;
2041 opr1_target = GL_OPERAND1_ALPHA;
2042 opr2_target = GL_OPERAND2_ALPHA;
2043 scal_target = GL_ALPHA_SCALE;
2045 else
2047 comb_target = GL_COMBINE_RGB;
2048 src0_target = GL_SOURCE0_RGB;
2049 src1_target = GL_SOURCE1_RGB;
2050 src2_target = GL_SOURCE2_RGB;
2051 opr0_target = GL_OPERAND0_RGB;
2052 opr1_target = GL_OPERAND1_RGB;
2053 opr2_target = GL_OPERAND2_RGB;
2054 scal_target = GL_RGB_SCALE;
2057 /* If a texture stage references an invalid texture unit the stage just
2058 * passes through the result from the previous stage */
2059 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2061 arg1 = WINED3DTA_CURRENT;
2062 op = WINED3D_TOP_SELECT_ARG1;
2065 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2067 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2068 } else {
2069 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2071 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2072 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2074 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2076 Handled = TRUE; /* Assume will be handled */
2078 /* Other texture operations require special extensions: */
2079 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2081 if (isAlpha) {
2082 opr = GL_SRC_ALPHA;
2083 invopr = GL_ONE_MINUS_SRC_ALPHA;
2084 src3_target = GL_SOURCE3_ALPHA_NV;
2085 opr3_target = GL_OPERAND3_ALPHA_NV;
2086 } else {
2087 opr = GL_SRC_COLOR;
2088 invopr = GL_ONE_MINUS_SRC_COLOR;
2089 src3_target = GL_SOURCE3_RGB_NV;
2090 opr3_target = GL_OPERAND3_RGB_NV;
2092 switch (op)
2094 case WINED3D_TOP_DISABLE: /* Only for alpha */
2095 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2096 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2097 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2098 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2099 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2100 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2101 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2102 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2103 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2104 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2105 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2106 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2107 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2108 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2109 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2110 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2111 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2112 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2113 break;
2115 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2116 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2117 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2118 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2119 if (op == WINED3D_TOP_SELECT_ARG1)
2121 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2122 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2123 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2124 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2126 else
2128 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2129 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2130 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2131 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2133 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2134 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2135 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2136 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2137 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2138 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2139 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2140 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2141 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2142 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2143 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2144 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2145 break;
2147 case WINED3D_TOP_MODULATE:
2148 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2149 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2150 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2151 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2152 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2153 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2154 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2155 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2156 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2157 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2158 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2159 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2160 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2161 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2162 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2163 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2164 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2165 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2166 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2167 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2168 break;
2169 case WINED3D_TOP_MODULATE_2X:
2170 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2171 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2172 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2173 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2174 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2175 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2176 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2177 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2178 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2179 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2180 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2181 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2182 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2183 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2184 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2185 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2186 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2187 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2188 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2189 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2190 break;
2191 case WINED3D_TOP_MODULATE_4X:
2192 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2193 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2194 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2195 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2196 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2197 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2198 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2199 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2200 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2201 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2202 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2203 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2204 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2205 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2206 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2207 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2208 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2209 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2210 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2211 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2212 break;
2214 case WINED3D_TOP_ADD:
2215 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2216 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2217 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2218 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2219 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2220 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2221 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2222 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2223 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2224 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2225 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2226 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2227 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2228 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2229 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2230 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2231 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2232 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2233 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2234 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2235 break;
2237 case WINED3D_TOP_ADD_SIGNED:
2238 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2239 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2240 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2241 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2242 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2243 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2244 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2245 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2246 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2247 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2248 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2249 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2250 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2251 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2252 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2253 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2254 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2255 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2256 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2257 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2258 break;
2260 case WINED3D_TOP_ADD_SIGNED_2X:
2261 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2262 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2263 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2264 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2265 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2266 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2268 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2269 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2270 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2271 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2272 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2273 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2274 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2275 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2276 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2277 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2278 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2279 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2280 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2281 break;
2283 case WINED3D_TOP_ADD_SMOOTH:
2284 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2285 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2286 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2287 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2288 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2289 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2290 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2291 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2292 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2293 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2294 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2295 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2296 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2297 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2298 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2299 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2300 switch (opr1) {
2301 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2302 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2303 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2304 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2306 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2307 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2308 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2309 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2310 break;
2312 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2314 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2315 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2316 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2317 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2318 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2319 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2320 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2321 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2322 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2323 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2324 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2325 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2326 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2327 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2328 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2329 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2330 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2331 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2332 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2333 break;
2334 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2335 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2336 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2337 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2338 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2339 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2340 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2341 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2342 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2343 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2344 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2345 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2346 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2347 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2348 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2349 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2350 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2351 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2352 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2353 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2354 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2355 break;
2356 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2357 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2358 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2359 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2360 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2361 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2362 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2363 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2364 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2365 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2366 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2368 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2369 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2370 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2371 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2372 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2373 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2374 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2375 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2376 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2377 break;
2378 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2379 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2380 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2381 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2382 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2383 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2384 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2385 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2386 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2387 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2388 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2389 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2390 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2391 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2392 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2393 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2394 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2395 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2396 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2397 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2398 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2399 break;
2400 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2401 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2402 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2403 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2404 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2405 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2406 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2407 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2408 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2409 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2410 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2411 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2412 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2413 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2414 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2415 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2416 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2417 switch (opr) {
2418 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2419 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2421 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2422 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2423 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2424 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2425 break;
2426 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2427 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2428 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2429 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2430 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2431 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2432 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2433 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2434 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2435 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2436 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2437 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2438 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2439 switch (opr1) {
2440 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2441 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2443 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2444 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2445 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2446 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2447 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2448 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2449 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2450 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2451 break;
2452 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2453 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2454 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2455 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2456 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2457 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2458 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2459 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2460 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2461 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2462 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2463 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2464 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2465 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2466 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2467 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2468 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2469 switch (opr1) {
2470 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2471 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2472 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2473 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2475 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2476 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2477 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2478 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2479 break;
2480 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2481 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2482 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2483 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2484 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2485 switch (opr1) {
2486 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2487 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2488 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2489 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2491 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2492 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2493 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2494 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2495 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2496 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2497 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2498 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2499 switch (opr1) {
2500 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2501 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2503 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2504 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2505 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2506 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2507 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2508 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2509 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2510 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2511 break;
2512 case WINED3D_TOP_MULTIPLY_ADD:
2513 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2514 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2515 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2516 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2517 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2518 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2519 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2520 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2521 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2522 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2523 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2524 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2525 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2526 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2527 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2528 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2529 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2530 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2531 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2532 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2533 break;
2535 case WINED3D_TOP_BUMPENVMAP:
2536 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2537 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2538 Handled = FALSE;
2539 break;
2541 default:
2542 Handled = FALSE;
2544 if (Handled)
2546 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2547 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2549 return;
2551 } /* GL_NV_texture_env_combine4 */
2553 Handled = TRUE; /* Again, assume handled */
2554 switch (op) {
2555 case WINED3D_TOP_DISABLE: /* Only for alpha */
2556 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2557 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2558 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2559 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2560 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2561 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2562 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2563 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2564 break;
2565 case WINED3D_TOP_SELECT_ARG1:
2566 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2567 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2568 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2569 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2570 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2571 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2572 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2573 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2574 break;
2575 case WINED3D_TOP_SELECT_ARG2:
2576 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2577 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2578 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2579 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2580 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2581 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2582 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2583 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2584 break;
2585 case WINED3D_TOP_MODULATE:
2586 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2587 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2588 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2589 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2590 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2591 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2592 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2593 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2594 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2595 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2596 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2597 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2598 break;
2599 case WINED3D_TOP_MODULATE_2X:
2600 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2601 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2602 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2603 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2604 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2605 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2606 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2607 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2608 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2609 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2610 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2611 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2612 break;
2613 case WINED3D_TOP_MODULATE_4X:
2614 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2615 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2616 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2617 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2618 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2619 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2620 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2621 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2622 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2623 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2624 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2625 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2626 break;
2627 case WINED3D_TOP_ADD:
2628 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2629 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2630 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2631 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2632 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2633 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2634 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2635 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2636 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2637 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2638 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2639 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2640 break;
2641 case WINED3D_TOP_ADD_SIGNED:
2642 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2643 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2644 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2645 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2646 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2647 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2648 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2649 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2650 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2651 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2652 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2653 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2654 break;
2655 case WINED3D_TOP_ADD_SIGNED_2X:
2656 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2657 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2658 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2659 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2660 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2661 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2662 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2663 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2664 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2665 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2666 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2667 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2668 break;
2669 case WINED3D_TOP_SUBTRACT:
2670 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2672 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2673 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2674 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2675 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2676 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2677 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2678 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2679 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2680 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2681 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2682 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2683 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2684 } else {
2685 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2687 break;
2689 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2690 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2691 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2692 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2693 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2694 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2695 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2696 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2697 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2698 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2699 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2700 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2701 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2702 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2703 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2704 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2705 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2706 break;
2707 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2708 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2709 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2710 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2711 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2712 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2713 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2714 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2715 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2716 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2717 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2718 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2719 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2720 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2721 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2722 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2723 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2724 break;
2725 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2726 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2727 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2728 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2729 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2730 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2731 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2732 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2733 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2734 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2735 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2736 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2737 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2738 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2739 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2740 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2741 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2742 break;
2743 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2744 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2745 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2746 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2747 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2748 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2749 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2750 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2751 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2752 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2753 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2754 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2755 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2756 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2757 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2758 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2759 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2760 break;
2761 case WINED3D_TOP_DOTPRODUCT3:
2762 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2764 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2765 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2767 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2770 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2771 } else {
2772 FIXME("This version of opengl does not support GL_DOT3\n");
2774 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2775 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2776 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2777 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2778 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2779 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2780 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2781 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2782 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2783 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2784 break;
2785 case WINED3D_TOP_LERP:
2786 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2787 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2788 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2789 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2790 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2791 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2792 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2793 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2794 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2795 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2796 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2797 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2798 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2799 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2800 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2801 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2802 break;
2803 case WINED3D_TOP_ADD_SMOOTH:
2804 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2806 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2807 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2808 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2809 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2810 switch (opr1) {
2811 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2812 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2813 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2814 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2816 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2817 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2818 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2819 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2820 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2821 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2822 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2823 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2824 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2825 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2826 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2827 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2828 } else
2829 Handled = FALSE;
2830 break;
2831 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2832 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2834 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2835 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2836 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2837 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2838 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2839 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2840 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2841 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2842 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2843 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2844 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2845 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2846 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2847 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2848 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2849 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2850 } else
2851 Handled = FALSE;
2852 break;
2853 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2854 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2856 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2857 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2858 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2859 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2860 switch (opr1) {
2861 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2862 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2863 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2864 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2866 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2867 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2868 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2869 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2870 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2871 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2872 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2873 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2874 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2875 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2876 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2877 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2878 } else
2879 Handled = FALSE;
2880 break;
2881 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2882 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2884 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2885 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2886 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2887 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2888 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2889 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2890 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2891 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2892 switch (opr1) {
2893 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2894 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2895 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2896 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2898 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2899 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2900 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2901 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2902 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2903 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2904 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2905 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2906 } else
2907 Handled = FALSE;
2908 break;
2909 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2910 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2912 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2913 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2914 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2915 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2916 switch (opr1) {
2917 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2918 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2919 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2920 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2922 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2923 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2924 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2925 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2926 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2927 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2928 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2929 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2930 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2931 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2932 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2933 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2934 } else
2935 Handled = FALSE;
2936 break;
2937 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2938 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2940 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2941 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2942 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2943 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2944 switch (opr1) {
2945 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2946 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2947 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2948 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2950 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2951 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2952 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2953 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2954 switch (opr1) {
2955 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2956 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2957 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2958 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2960 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2961 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2962 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2963 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2964 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2965 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2966 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2967 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2968 } else
2969 Handled = FALSE;
2970 break;
2971 case WINED3D_TOP_MULTIPLY_ADD:
2972 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2974 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2975 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2976 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2977 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2978 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2979 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2980 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2981 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2982 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2983 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2984 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2985 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2986 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2987 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2988 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2989 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2990 } else
2991 Handled = FALSE;
2992 break;
2993 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2994 case WINED3D_TOP_BUMPENVMAP:
2995 if (gl_info->supported[NV_TEXTURE_SHADER2])
2997 /* Technically texture shader support without register combiners is possible, but not expected to occur
2998 * on real world cards, so for now a fixme should be enough
3000 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3002 Handled = FALSE;
3003 break;
3005 default:
3006 Handled = FALSE;
3009 if (Handled) {
3010 BOOL combineOK = TRUE;
3011 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3013 DWORD op2;
3015 if (isAlpha)
3016 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3017 else
3018 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3020 /* Note: If COMBINE4 in effect can't go back to combine! */
3021 switch (op2)
3023 case WINED3D_TOP_ADD_SMOOTH:
3024 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3025 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3026 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3027 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3028 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3029 case WINED3D_TOP_MULTIPLY_ADD:
3030 /* Ignore those implemented in both cases */
3031 switch (op)
3033 case WINED3D_TOP_SELECT_ARG1:
3034 case WINED3D_TOP_SELECT_ARG2:
3035 combineOK = FALSE;
3036 Handled = FALSE;
3037 break;
3038 default:
3039 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3040 return;
3045 if (combineOK)
3047 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3048 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3050 return;
3054 /* After all the extensions, if still unhandled, report fixme */
3055 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3059 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3061 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3062 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3063 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3064 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3065 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3067 TRACE("Setting color op for stage %d\n", stage);
3069 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3070 if (use_ps(state)) return;
3072 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3074 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3076 if (tex_used && mapped_stage >= gl_info->limits.textures)
3078 FIXME("Attempt to enable unsupported stage!\n");
3079 return;
3081 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3084 if (stage >= context->lowest_disabled_stage)
3086 TRACE("Stage disabled\n");
3087 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3089 /* Disable everything here */
3090 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3091 checkGLcall("glDisable(GL_TEXTURE_2D)");
3092 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3093 checkGLcall("glDisable(GL_TEXTURE_3D)");
3094 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3096 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3097 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3099 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3101 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3102 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3105 /* All done */
3106 return;
3109 /* The sampler will also activate the correct texture dimensions, so no
3110 * need to do it here if the sampler for this stage is dirty. */
3111 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3112 texture_activate_dimensions(state->textures[stage], gl_info);
3114 set_tex_op(gl_info, state, FALSE, stage,
3115 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3116 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3117 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3118 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3121 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3123 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3124 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3125 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3126 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3127 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3128 DWORD op, arg1, arg2, arg0;
3130 TRACE("Setting alpha op for stage %d\n", stage);
3131 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3132 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3134 if (tex_used && mapped_stage >= gl_info->limits.textures)
3136 FIXME("Attempt to enable unsupported stage!\n");
3137 return;
3139 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3142 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3143 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3144 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3145 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3147 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3149 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[0]);
3150 GLenum texture_dimensions = texture_gl->target;
3152 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3154 if (texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT
3155 && !texture_gl->t.resource.format->alpha_size)
3157 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3158 * properly. On the other hand applications can still use texture combiners apparently. This code
3159 * takes care that apps cannot remove the texture's alpha channel entirely.
3161 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3162 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3163 * and alpha component of diffuse color to draw things like translucent text and perform other
3164 * blending effects.
3166 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3167 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3168 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3169 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3170 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3171 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3172 * fail alpha test). To get around this, blend state is checked: if the app enables alpha blending,
3173 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with
3174 * texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3176 * What to do with multitexturing? So far no app has been found that uses color keying with
3177 * multitexturing */
3178 if (op == WINED3D_TOP_DISABLE)
3180 arg1 = WINED3DTA_TEXTURE;
3181 op = WINED3D_TOP_SELECT_ARG1;
3183 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3185 if (state->blend_state && state->blend_state->desc.rt[0].enable)
3187 arg2 = WINED3DTA_TEXTURE;
3188 op = WINED3D_TOP_MODULATE;
3190 else arg1 = WINED3DTA_TEXTURE;
3192 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3194 if (state->blend_state && state->blend_state->desc.rt[0].enable)
3196 arg1 = WINED3DTA_TEXTURE;
3197 op = WINED3D_TOP_MODULATE;
3199 else arg2 = WINED3DTA_TEXTURE;
3205 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3206 * this if block here, and the other code(color keying, texture unit selection) are the same
3208 TRACE("Setting alpha op for stage %d\n", stage);
3209 if (gl_info->supported[NV_REGISTER_COMBINERS])
3211 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3212 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3214 else
3216 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3220 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3222 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3223 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3224 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3225 unsigned int mapped_stage = context_gl->tex_unit_map[tex];
3226 struct wined3d_matrix mat;
3228 if (use_vs(state))
3230 TRACE("Using a vertex shader, skipping.\n");
3231 return;
3234 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3235 if (mapped_stage >= gl_info->limits.textures) return;
3237 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3238 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3239 checkGLcall("glMatrixMode(GL_TEXTURE)");
3241 get_texture_matrix(context, state, mapped_stage, &mat);
3243 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3244 checkGLcall("glLoadMatrixf");
3247 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3249 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3250 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3251 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3252 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3254 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3255 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3256 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3257 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3259 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3261 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3262 return;
3265 if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FRAGMENT_SAMPLERS))
3267 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3268 return;
3270 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3272 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3274 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3275 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3276 * means use the vertex position (camera-space) as the input texture coordinates
3277 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3278 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3279 * to the TEXCOORDINDEX value
3281 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3283 case WINED3DTSS_TCI_PASSTHRU:
3284 /* Use the specified texture coordinates contained within the
3285 * vertex format. This value resolves to zero. */
3286 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3287 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3288 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3289 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3290 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3291 break;
3293 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3294 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3295 * as the input texture coordinates for this stage's texture transformation. This
3296 * equates roughly to EYE_LINEAR */
3298 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3299 gl_info->gl_ops.gl.p_glPushMatrix();
3300 gl_info->gl_ops.gl.p_glLoadIdentity();
3301 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3302 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3303 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3304 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3305 gl_info->gl_ops.gl.p_glPopMatrix();
3306 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3308 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3309 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3310 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3311 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3313 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3314 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3315 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3316 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3318 break;
3320 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3321 /* Note that NV_TEXGEN_REFLECTION support is implied when
3322 * ARB_TEXTURE_CUBE_MAP is supported */
3323 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3325 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3326 break;
3329 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3330 gl_info->gl_ops.gl.p_glPushMatrix();
3331 gl_info->gl_ops.gl.p_glLoadIdentity();
3332 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3333 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3334 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3335 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3336 gl_info->gl_ops.gl.p_glPopMatrix();
3337 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3339 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3340 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3341 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3342 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3344 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3345 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3346 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3347 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3349 break;
3351 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3352 /* Note that NV_TEXGEN_REFLECTION support is implied when
3353 * ARB_TEXTURE_CUBE_MAP is supported */
3354 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3356 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3357 break;
3360 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3361 gl_info->gl_ops.gl.p_glPushMatrix();
3362 gl_info->gl_ops.gl.p_glLoadIdentity();
3363 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3364 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3365 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3366 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3367 gl_info->gl_ops.gl.p_glPopMatrix();
3368 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3370 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3371 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3372 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3373 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3375 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3376 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3377 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3378 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3380 break;
3382 case WINED3DTSS_TCI_SPHEREMAP:
3383 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3384 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3385 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3387 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3388 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3389 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3390 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3392 break;
3394 default:
3395 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3396 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3397 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3398 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3399 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3400 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3401 checkGLcall("Disable texgen.");
3403 break;
3406 /* Update the texture matrix. */
3407 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3408 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3410 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3412 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3413 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3414 * and do all the things linked to it
3415 * TODO: Tidy that up to reload only the arrays of the changed unit
3417 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3419 wined3d_context_gl_unload_tex_coords(context_gl);
3420 wined3d_context_gl_load_tex_coords(context_gl, &context->stream_info, &curVBO, state);
3424 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3426 const DWORD sampler = state_id - STATE_SAMPLER(0);
3427 const struct wined3d_texture *texture = state->textures[sampler];
3429 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
3431 if (!texture)
3432 return;
3434 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3435 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3436 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3438 if (sampler < WINED3D_MAX_TEXTURES)
3440 const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3442 if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
3444 if (tex_is_pow2)
3445 context->lastWasPow2Texture |= 1u << sampler;
3446 else
3447 context->lastWasPow2Texture &= ~(1u << sampler);
3449 transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3454 static enum wined3d_texture_address wined3d_texture_gl_address_mode(const struct wined3d_texture_gl *texture_gl,
3455 enum wined3d_texture_address t)
3457 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3459 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3460 return WINED3D_TADDRESS_WRAP;
3463 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3464 if (texture_gl->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
3465 && t == WINED3D_TADDRESS_WRAP))
3466 return WINED3D_TADDRESS_CLAMP;
3468 return t;
3471 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3472 const struct wined3d_context_gl *context_gl, const uint32_t *sampler_states,
3473 const struct wined3d_texture_gl *texture_gl)
3475 union
3477 float f;
3478 DWORD d;
3479 } lod_bias;
3481 desc->address_u = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3482 desc->address_v = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3483 desc->address_w = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3484 wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
3485 sampler_states[WINED3D_SAMP_BORDER_COLOR]);
3486 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3487 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3488 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3489 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3490 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3491 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3492 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3493 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3494 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3495 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3496 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3497 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3498 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3499 desc->lod_bias = lod_bias.f;
3500 desc->min_lod = -1000.0f;
3501 desc->max_lod = 1000.0f;
3502 desc->mip_base_level = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
3503 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3504 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3505 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3506 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3507 || (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2))
3508 desc->max_anisotropy = 1;
3509 desc->compare = texture_gl->t.resource.format_caps & WINED3D_FORMAT_CAP_SHADOW;
3510 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3511 desc->srgb_decode = is_srgb_enabled(sampler_states);
3513 if (!(texture_gl->t.resource.format_caps & WINED3D_FORMAT_CAP_FILTERING))
3515 desc->mag_filter = WINED3D_TEXF_POINT;
3516 desc->min_filter = WINED3D_TEXF_POINT;
3517 desc->mip_filter = WINED3D_TEXF_NONE;
3520 if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
3522 desc->mip_filter = WINED3D_TEXF_NONE;
3523 if (context_gl->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3524 desc->min_filter = WINED3D_TEXF_POINT;
3528 /* Enabling and disabling texture dimensions is done by texture stage state /
3529 * pixel shader setup, this function only has to bind textures and set the per
3530 * texture states. */
3531 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3533 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3534 unsigned int sampler_idx = state_id - STATE_SAMPLER(0);
3535 unsigned int mapped_stage = context_gl->tex_unit_map[sampler_idx];
3536 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3538 TRACE("Sampler %u.\n", sampler_idx);
3540 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3542 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3543 return;
3546 if (mapped_stage >= gl_info->limits.graphics_samplers)
3547 return;
3548 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3550 if (state->textures[sampler_idx])
3552 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[sampler_idx]);
3553 const uint32_t *sampler_states = state->sampler_states[sampler_idx];
3554 struct wined3d_device *device = context->device;
3555 BOOL srgb = is_srgb_enabled(sampler_states);
3556 struct wined3d_sampler_desc desc;
3557 struct wined3d_sampler *sampler;
3558 struct wine_rb_entry *entry;
3560 wined3d_sampler_desc_from_sampler_states(&desc, context_gl, sampler_states, texture_gl);
3562 wined3d_texture_gl_bind(texture_gl, context_gl, srgb);
3564 if ((entry = wine_rb_get(&device->samplers, &desc)))
3566 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3568 else
3570 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler)))
3572 ERR("Failed to create sampler.\n");
3573 return;
3575 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3577 ERR("Failed to insert sampler.\n");
3578 wined3d_sampler_decref(sampler);
3579 return;
3583 wined3d_sampler_gl_bind(wined3d_sampler_gl(sampler), mapped_stage, texture_gl, context_gl);
3585 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3586 if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3587 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3589 else
3591 wined3d_context_gl_bind_texture(context_gl, GL_NONE, 0);
3592 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3594 GL_EXTCALL(glBindSampler(mapped_stage, 0));
3595 checkGLcall("glBindSampler");
3600 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3602 unsigned int i;
3604 if (use_ps(state))
3606 if (!context->last_was_pshader)
3608 /* Former draw without a pixel shader, some samplers may be
3609 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3610 * make sure to enable them. */
3611 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3613 if (!isStateDirty(context, STATE_SAMPLER(i)))
3614 sampler(context, state, STATE_SAMPLER(i));
3616 context->last_was_pshader = TRUE;
3618 else
3620 /* Otherwise all samplers were activated by the code above in
3621 * earlier draws, or by sampler() if a different texture was
3622 * bound. I don't have to do anything. */
3625 else
3627 /* Disabled the pixel shader - color ops weren't applied while it was
3628 * enabled, so re-apply them. */
3629 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3631 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3632 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3634 context->last_was_pshader = FALSE;
3637 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3640 static void state_compute_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3642 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3645 static void state_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3647 enum wined3d_shader_type shader_type = state_id - STATE_SHADER(0);
3648 context->shader_update_mask |= 1u << shader_type;
3651 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3653 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3656 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3658 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3659 struct wined3d_matrix mat;
3661 /* This function is called by transform_view below if the view matrix was changed too
3663 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3664 * does not always update the world matrix, only on a switch between transformed
3665 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3666 * draw, but that should be rather rare and cheaper in total.
3668 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3669 checkGLcall("glMatrixMode");
3671 get_modelview_matrix(context, state, 0, &mat);
3673 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3674 checkGLcall("glLoadMatrixf");
3677 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3679 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3680 UINT index = state_id - STATE_CLIPPLANE(0);
3681 GLdouble plane[4];
3683 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3684 return;
3686 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3687 gl_info->gl_ops.gl.p_glPushMatrix();
3689 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3690 if (!use_vs(state))
3691 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3692 else
3693 /* With vertex shaders, clip planes are not transformed in Direct3D,
3694 * while in OpenGL they are still transformed by the model view matrix. */
3695 gl_info->gl_ops.gl.p_glLoadIdentity();
3697 plane[0] = state->clip_planes[index].x;
3698 plane[1] = state->clip_planes[index].y;
3699 plane[2] = state->clip_planes[index].z;
3700 plane[3] = state->clip_planes[index].w;
3702 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3703 plane[0], plane[1], plane[2], plane[3]);
3704 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3705 checkGLcall("glClipPlane");
3707 gl_info->gl_ops.gl.p_glPopMatrix();
3710 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3712 unsigned int matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3714 WARN("Unsupported world matrix %u set.\n", matrix);
3717 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3719 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3720 static unsigned int once;
3722 if (f == WINED3D_VBF_DISABLE)
3723 return;
3725 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3726 else WARN("Vertex blend flags %#x not supported.\n", f);
3729 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3731 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3732 const struct wined3d_light_info *light = NULL;
3733 unsigned int k;
3735 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3736 * NOTE: We have to reset the positions even if the light/plane is not currently
3737 * enabled, since the call to enable it will not reset the position.
3738 * NOTE2: Apparently texture transforms do NOT need reapplying
3741 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3742 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3743 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3744 checkGLcall("glLoadMatrixf(...)");
3746 /* Reset lights. TODO: Call light apply func */
3747 for (k = 0; k < gl_info->limits.lights; ++k)
3749 if (!(light = state->light_state.lights[k]))
3750 continue;
3751 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3752 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3753 else
3754 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3755 checkGLcall("glLightfv posn");
3756 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3757 checkGLcall("glLightfv dirn");
3760 /* Reset Clipping Planes */
3761 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
3763 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3764 clipplane(context, state, STATE_CLIPPLANE(k));
3767 if (context->last_was_rhw)
3769 gl_info->gl_ops.gl.p_glLoadIdentity();
3770 checkGLcall("glLoadIdentity()");
3771 /* No need to update the world matrix, the identity is fine */
3772 return;
3775 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3776 * No need to do it here if the state is scheduled for update. */
3777 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3778 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3781 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3783 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3784 struct wined3d_matrix projection;
3786 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3787 checkGLcall("glMatrixMode(GL_PROJECTION)");
3789 get_projection_matrix(context, state, &projection);
3790 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3791 checkGLcall("glLoadMatrixf");
3794 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3796 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
3799 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3801 if (isStateDirty(context, STATE_STREAMSRC))
3802 return;
3803 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
3806 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3808 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3809 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3810 BOOL useVertexShaderFunction = use_vs(state);
3811 BOOL updateFog = FALSE;
3812 BOOL transformed;
3813 BOOL wasrhw = context->last_was_rhw;
3814 unsigned int i;
3816 transformed = context->stream_info.position_transformed;
3817 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
3818 updateFog = TRUE;
3820 context->last_was_rhw = transformed;
3822 if (context->stream_info.swizzle_map != context->last_swizzle_map)
3823 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
3825 context->last_swizzle_map = context->stream_info.swizzle_map;
3827 /* Don't have to apply the matrices when vertex shaders are used. When
3828 * vshaders are turned off this function will be called again anyway to
3829 * make sure they're properly set. */
3830 if (!useVertexShaderFunction)
3832 /* TODO: Move this mainly to the viewport state and only apply when
3833 * the vp has changed or transformed / untransformed was switched. */
3834 if (wasrhw != context->last_was_rhw
3835 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
3836 && !isStateDirty(context, STATE_VIEWPORT))
3837 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3838 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3839 * mode.
3841 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3842 * this check will fail and the matrix not applied again. This is OK because a simple
3843 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3844 * needs of the vertex declaration.
3846 * World and view matrix go into the same gl matrix, so only apply them when neither is
3847 * dirty
3849 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
3850 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3851 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3852 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
3853 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
3854 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
3855 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
3857 if (context->last_was_vshader)
3859 updateFog = TRUE;
3861 if (!context->d3d_info->vs_clipping
3862 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
3864 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
3867 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3869 clipplane(context, state, STATE_CLIPPLANE(i));
3872 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
3873 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
3875 else
3877 if (!context->last_was_vshader)
3879 static BOOL warned = FALSE;
3880 if (!context->d3d_info->vs_clipping)
3882 /* Disable all clip planes to get defined results on all drivers. See comment in the
3883 * state_clipping state handler
3885 wined3d_context_gl_enable_clip_distances(context_gl, 0);
3887 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
3889 FIXME("Clipping not supported with vertex shaders.\n");
3890 warned = TRUE;
3893 if (wasrhw)
3895 /* Apply the transform matrices when switching from rhw
3896 * drawing to vertex shaders. Vertex shaders themselves do
3897 * not need it, but the matrices are not reapplied
3898 * automatically when switching back from vertex shaders to
3899 * fixed function processing. So make sure we leave the fixed
3900 * function vertex processing states back in a sane state
3901 * before switching to shaders. */
3902 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
3903 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3904 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3905 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3907 updateFog = TRUE;
3909 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
3910 * (Note: ARB shaders can read the clip planes for clipping emulation even if
3911 * device->vs_clipping is false.
3913 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3915 clipplane(context, state, STATE_CLIPPLANE(i));
3920 context->last_was_vshader = useVertexShaderFunction;
3921 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
3923 if (updateFog)
3924 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
3926 if (!useVertexShaderFunction)
3928 unsigned int i;
3930 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
3932 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
3933 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3936 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
3937 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
3938 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3942 static void get_viewports(struct wined3d_context *context, const struct wined3d_state *state,
3943 unsigned int viewport_count, struct wined3d_viewport *viewports)
3945 const struct wined3d_rendertarget_view *depth_stencil = state->fb.depth_stencil;
3946 const struct wined3d_rendertarget_view *target = state->fb.render_targets[0];
3947 unsigned int width, height, i;
3949 for (i = 0; i < viewport_count; ++i)
3950 viewports[i] = state->viewports[i];
3952 /* Note: GL uses a lower left origin while DirectX uses upper left. This
3953 * is reversed when using offscreen rendering. */
3954 if (context->render_offscreen)
3955 return;
3957 if (target)
3959 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
3961 else if (depth_stencil)
3963 height = depth_stencil->height;
3965 else
3967 FIXME("Could not get the height of render targets.\n");
3968 return;
3971 for (i = 0; i < viewport_count; ++i)
3972 viewports[i].y = height - (viewports[i].y + viewports[i].height);
3975 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3977 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3978 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
3979 float min_z, max_z;
3981 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
3983 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
3984 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
3986 unsigned int i, reset_count = 0;
3988 get_viewports(context, state, state->viewport_count, vp);
3989 for (i = 0; i < state->viewport_count; ++i)
3991 wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
3992 depth_ranges[i * 2] = min_z;
3993 depth_ranges[i * 2 + 1] = max_z;
3995 viewports[i * 4] = vp[i].x;
3996 viewports[i * 4 + 1] = vp[i].y;
3997 viewports[i * 4 + 2] = vp[i].width;
3998 viewports[i * 4 + 3] = vp[i].height;
4000 /* Don't pass fractionals to GL if we earlier decided not to use
4001 * this functionality for two reasons: First, GL might offer us
4002 * fewer than 8 bits, and still make use of the fractional, in
4003 * addition to the emulation we apply in shader_get_position_fixup.
4004 * Second, even if GL tells us it has no subpixel precision (Mac OS!)
4005 * it might still do something with the fractional amount, e.g.
4006 * round it upwards. I can't find any info on rounding in
4007 * GL_ARB_viewport_array. */
4008 if (!context->d3d_info->subpixel_viewport)
4010 viewports[i * 4] = floor(viewports[i * 4]);
4011 viewports[i * 4 + 1] = floor(viewports[i * 4 + 1]);
4012 viewports[i * 4 + 2] = floor(viewports[i * 4 + 2]);
4013 viewports[i * 4 + 3] = floor(viewports[i * 4 + 3]);
4017 if (context->viewport_count > state->viewport_count)
4018 reset_count = context->viewport_count - state->viewport_count;
4020 if (reset_count)
4022 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4023 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4026 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4027 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4028 context->viewport_count = state->viewport_count;
4030 else
4032 get_viewports(context, state, 1, vp);
4033 wined3d_viewport_get_z_range(&vp[0], &min_z, &max_z);
4034 gl_info->gl_ops.gl.p_glDepthRange(min_z, max_z);
4035 gl_info->gl_ops.gl.p_glViewport(vp[0].x, vp[0].y, vp[0].width, vp[0].height);
4037 checkGLcall("setting clip space and viewport");
4040 static void viewport_miscpart_cc(struct wined3d_context *context,
4041 const struct wined3d_state *state, DWORD state_id)
4043 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4044 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4045 float pixel_center_offset = context->d3d_info->wined3d_creation_flags
4046 & WINED3D_PIXEL_CENTER_INTEGER ? 0.5f : 0.0f;
4047 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4048 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4049 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4050 unsigned int i, reset_count = 0;
4051 float min_z, max_z;
4053 pixel_center_offset += context->d3d_info->filling_convention_offset / 2.0f;
4054 get_viewports(context, state, state->viewport_count, vp);
4056 GL_EXTCALL(glClipControl(context->render_offscreen ? GL_UPPER_LEFT : GL_LOWER_LEFT, GL_ZERO_TO_ONE));
4058 for (i = 0; i < state->viewport_count; ++i)
4060 wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
4061 depth_ranges[i * 2] = min_z;
4062 depth_ranges[i * 2 + 1] = max_z;
4064 viewports[i * 4] = vp[i].x + pixel_center_offset;
4065 viewports[i * 4 + 1] = vp[i].y + pixel_center_offset;
4066 viewports[i * 4 + 2] = vp[i].width;
4067 viewports[i * 4 + 3] = vp[i].height;
4070 if (context->viewport_count > state->viewport_count)
4071 reset_count = context->viewport_count - state->viewport_count;
4073 if (reset_count)
4075 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4076 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4079 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4080 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4081 context->viewport_count = state->viewport_count;
4083 checkGLcall("setting clip space and viewport");
4086 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4088 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4089 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4090 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4091 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4092 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4093 /* Update the position fixup. */
4094 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
4097 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4099 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4100 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4101 const struct wined3d_light_info *lightInfo = state->light_state.lights[Index];
4103 if (!lightInfo)
4105 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4106 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4108 else
4110 float quad_att;
4112 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4113 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4114 gl_info->gl_ops.gl.p_glPushMatrix();
4115 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4117 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, &lightInfo->OriginalParms.diffuse.r);
4118 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, &lightInfo->OriginalParms.specular.r);
4119 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, &lightInfo->OriginalParms.ambient.r);
4120 checkGLcall("glLightfv");
4122 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4123 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4124 else
4125 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4127 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4128 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4129 * Attenuation0 to NaN and crashes in the gl lib
4132 switch (lightInfo->OriginalParms.type)
4134 case WINED3D_LIGHT_POINT:
4135 /* Position */
4136 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4137 checkGLcall("glLightfv");
4138 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4139 checkGLcall("glLightf");
4140 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4141 lightInfo->OriginalParms.attenuation0);
4142 checkGLcall("glLightf");
4143 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4144 lightInfo->OriginalParms.attenuation1);
4145 checkGLcall("glLightf");
4146 if (quad_att < lightInfo->OriginalParms.attenuation2)
4147 quad_att = lightInfo->OriginalParms.attenuation2;
4148 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4149 checkGLcall("glLightf");
4150 /* FIXME: Range */
4151 break;
4153 case WINED3D_LIGHT_SPOT:
4154 /* Position */
4155 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4156 checkGLcall("glLightfv");
4157 /* Direction */
4158 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4159 checkGLcall("glLightfv");
4160 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4161 checkGLcall("glLightf");
4162 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4163 checkGLcall("glLightf");
4164 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4165 lightInfo->OriginalParms.attenuation0);
4166 checkGLcall("glLightf");
4167 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4168 lightInfo->OriginalParms.attenuation1);
4169 checkGLcall("glLightf");
4170 if (quad_att < lightInfo->OriginalParms.attenuation2)
4171 quad_att = lightInfo->OriginalParms.attenuation2;
4172 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4173 checkGLcall("glLightf");
4174 /* FIXME: Range */
4175 break;
4177 case WINED3D_LIGHT_DIRECTIONAL:
4178 /* Direction */
4179 /* Note GL uses w position of 0 for direction! */
4180 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4181 checkGLcall("glLightfv");
4182 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4183 checkGLcall("glLightf");
4184 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4185 checkGLcall("glLightf");
4186 break;
4188 default:
4189 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4192 /* Restore the modelview matrix */
4193 gl_info->gl_ops.gl.p_glPopMatrix();
4195 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4196 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4200 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4202 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4203 unsigned int height = 0;
4204 const RECT *r;
4206 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4207 * so our viewport correction does not apply. Warning2: Even in windowed
4208 * mode the coords are relative to the window, not the screen. */
4210 if (!context->render_offscreen)
4212 const struct wined3d_rendertarget_view *target = state->fb.render_targets[0];
4213 unsigned int width;
4215 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4218 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4220 GLint sr[4 * WINED3D_MAX_VIEWPORTS];
4221 unsigned int i, reset_count = 0;
4223 for (i = 0; i < state->scissor_rect_count; ++i)
4225 r = &state->scissor_rects[i];
4227 sr[i * 4] = r->left;
4228 sr[i * 4 + 1] = height ? height - r->top : r->top;
4229 sr[i * 4 + 2] = r->right - r->left;
4230 sr[i * 4 + 3] = r->bottom - r->top;
4233 if (context->scissor_rect_count > state->scissor_rect_count)
4234 reset_count = context->scissor_rect_count - state->scissor_rect_count;
4236 if (reset_count)
4237 memset(&sr[state->scissor_rect_count * 4], 0, reset_count * 4 * sizeof(GLint));
4239 GL_EXTCALL(glScissorArrayv(0, state->scissor_rect_count + reset_count, sr));
4240 checkGLcall("glScissorArrayv");
4241 context->scissor_rect_count = state->scissor_rect_count;
4243 else
4245 r = &state->scissor_rects[0];
4246 gl_info->gl_ops.gl.p_glScissor(r->left, height ? height - r->top : r->top,
4247 r->right - r->left, r->bottom - r->top);
4248 checkGLcall("glScissor");
4252 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4254 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4255 const struct wined3d_stream_info *stream_info = &context->stream_info;
4256 struct wined3d_buffer *buffer;
4258 if (!state->index_buffer || !stream_info->all_vbo)
4260 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4261 return;
4264 buffer = state->index_buffer;
4265 if (buffer->buffer_object)
4267 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wined3d_bo_gl(buffer->buffer_object)->id));
4268 wined3d_buffer_validate_user(buffer);
4270 else
4272 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4276 static void depth_clip(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
4278 if (!gl_info->supported[ARB_DEPTH_CLAMP])
4280 if (r && !r->desc.depth_clip)
4281 FIXME("Depth clamp not supported by this GL implementation.\n");
4282 return;
4285 if (r && !r->desc.depth_clip)
4286 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
4287 else
4288 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
4289 checkGLcall("depth clip");
4292 static void rasterizer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4294 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4295 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
4296 GLenum mode;
4298 mode = r && r->desc.front_ccw ? GL_CCW : GL_CW;
4299 if (context->render_offscreen)
4300 mode = (mode == GL_CW) ? GL_CCW : GL_CW;
4302 gl_info->gl_ops.gl.p_glFrontFace(mode);
4303 checkGLcall("glFrontFace");
4304 depthbias(context, state);
4305 fillmode(r, gl_info);
4306 cullmode(r, gl_info);
4307 depth_clip(r, gl_info);
4308 scissor(r, gl_info);
4309 line_antialias(r, gl_info);
4312 static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4314 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4315 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
4316 GLenum mode;
4318 mode = r && r->desc.front_ccw ? GL_CCW : GL_CW;
4320 gl_info->gl_ops.gl.p_glFrontFace(mode);
4321 checkGLcall("glFrontFace");
4322 depthbias(context, state);
4323 fillmode(r, gl_info);
4324 cullmode(r, gl_info);
4325 depth_clip(r, gl_info);
4326 scissor(r, gl_info);
4327 line_antialias(r, gl_info);
4330 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4332 static BOOL warned;
4334 if (!warned)
4336 WARN("Point sprite coordinate origin switching not supported.\n");
4337 warned = TRUE;
4341 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4343 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4344 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4346 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4347 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4350 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4352 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4354 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4356 if (needs_srgb_write(context->d3d_info, state, &state->fb))
4357 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4358 else
4359 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4362 static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4364 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4365 enum wined3d_shader_type shader_type;
4366 struct wined3d_buffer *buffer;
4367 unsigned int i, base, count;
4368 struct wined3d_bo_gl *bo_gl;
4370 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4372 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id))
4373 shader_type = state_id - STATE_GRAPHICS_CONSTANT_BUFFER(0);
4374 else
4375 shader_type = WINED3D_SHADER_TYPE_COMPUTE;
4377 /* If a shader has not been set, buffer objects are not yet initialised. */
4378 if (!state->shader[shader_type])
4379 return;
4381 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
4382 for (i = 0; i < count; ++i)
4384 const struct wined3d_constant_buffer_state *buffer_state = &state->cb[shader_type][i];
4386 if (!buffer_state->buffer)
4388 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, 0));
4389 continue;
4392 buffer = buffer_state->buffer;
4393 bo_gl = wined3d_bo_gl(buffer->buffer_object);
4394 GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER, base + i,
4395 bo_gl->id, bo_gl->b.buffer_offset + buffer_state->offset,
4396 min(buffer_state->size, buffer->resource.size - buffer_state->offset)));
4398 wined3d_buffer_validate_user(buffer);
4400 checkGLcall("bind constant buffers");
4403 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4405 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4407 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4410 static void state_shader_resource_binding(struct wined3d_context *context,
4411 const struct wined3d_state *state, DWORD state_id)
4413 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4415 context->update_shader_resource_bindings = 1;
4418 static void state_cs_resource_binding(struct wined3d_context *context,
4419 const struct wined3d_state *state, DWORD state_id)
4421 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4422 context->update_compute_shader_resource_bindings = 1;
4425 static void state_uav_binding(struct wined3d_context *context,
4426 const struct wined3d_state *state, DWORD state_id)
4428 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4429 context->update_unordered_access_view_bindings = 1;
4432 static void state_cs_uav_binding(struct wined3d_context *context,
4433 const struct wined3d_state *state, DWORD state_id)
4435 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4436 context->update_compute_unordered_access_view_bindings = 1;
4439 static void state_uav_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4441 WARN("ARB_shader_image_load_store is not supported by this OpenGL implementation.\n");
4444 static void state_so(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4446 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4447 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4448 struct wined3d_buffer *buffer;
4449 unsigned int offset, size, i;
4450 struct wined3d_bo_gl *bo_gl;
4452 TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
4454 wined3d_context_gl_end_transform_feedback(context_gl);
4456 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4458 if (!state->stream_output[i].buffer)
4460 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, i, 0));
4461 continue;
4464 buffer = state->stream_output[i].buffer;
4465 offset = state->stream_output[i].offset;
4466 bo_gl = wined3d_bo_gl(buffer->buffer_object);
4467 if (offset == ~0u)
4469 FIXME("Appending to stream output buffers not implemented.\n");
4470 offset = 0;
4472 size = buffer->resource.size - offset;
4473 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i,
4474 bo_gl->id, bo_gl->b.buffer_offset + offset, size));
4475 wined3d_buffer_validate_user(buffer);
4477 checkGLcall("bind transform feedback buffers");
4480 static void state_so_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4482 WARN("Transform feedback not supported.\n");
4485 const struct wined3d_state_entry_template misc_state_template_gl[] =
4487 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4488 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4489 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4490 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4491 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4492 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4493 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4494 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4495 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4496 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4497 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4498 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4499 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4500 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE },
4501 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4502 { STATE_COMPUTE_SHADER_RESOURCE_BINDING, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, state_cs_resource_binding}, WINED3D_GL_EXT_NONE },
4503 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_cs_uav_binding}, ARB_SHADER_IMAGE_LOAD_STORE },
4504 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4505 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so, }, WINED3D_GL_VERSION_3_2 },
4506 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so_warn, }, WINED3D_GL_EXT_NONE },
4507 { STATE_BLEND, { STATE_BLEND, blend_dbb }, ARB_DRAW_BUFFERS_BLEND },
4508 { STATE_BLEND, { STATE_BLEND, blend_db2 }, EXT_DRAW_BUFFERS2 },
4509 { STATE_BLEND, { STATE_BLEND, blend }, WINED3D_GL_EXT_NONE },
4510 { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor }, EXT_BLEND_COLOR },
4511 { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor_w}, WINED3D_GL_EXT_NONE },
4512 { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask }, ARB_TEXTURE_MULTISAMPLE },
4513 { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask_w }, WINED3D_GL_EXT_NONE },
4514 { STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil_2s }, EXT_STENCIL_TWO_SIDE },
4515 { STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil }, WINED3D_GL_EXT_NONE },
4516 { STATE_STENCIL_REF, { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
4517 { STATE_DEPTH_BOUNDS, { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
4518 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4519 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4520 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL },
4521 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer }, WINED3D_GL_EXT_NONE },
4522 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4523 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
4524 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4525 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4527 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4528 * vshader loadings are untied from each other
4530 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4531 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4532 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4533 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4534 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4535 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4536 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4537 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4538 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4539 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4540 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4541 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4542 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4543 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4544 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4545 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4546 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4547 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4548 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4549 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4550 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4551 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4552 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4553 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4554 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4555 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4556 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4557 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4558 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4559 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4560 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4561 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4562 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4563 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4564 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4565 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4566 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4567 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4568 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4569 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4570 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4571 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4572 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4573 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4574 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4575 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4576 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4577 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4579 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL },
4580 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4581 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4582 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4583 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
4584 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
4585 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4586 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4587 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4588 /* Samplers */
4589 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
4590 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
4591 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
4592 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
4593 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
4594 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
4595 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
4596 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
4597 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
4598 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
4599 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
4600 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
4601 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
4602 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
4603 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
4604 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
4605 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
4606 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
4607 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
4608 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
4609 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
4610 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
4611 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
4612 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
4613 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), state_shader }, WINED3D_GL_EXT_NONE },
4614 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), state_shader }, WINED3D_GL_EXT_NONE },
4615 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE },
4616 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE },
4617 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4620 static const struct wined3d_state_entry_template vp_ffp_states[] =
4622 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
4623 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4624 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
4625 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
4626 /* Clip planes */
4627 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
4628 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
4629 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
4630 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
4631 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
4632 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
4633 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
4634 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
4635 /* Lights */
4636 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
4637 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
4638 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
4639 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
4640 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
4641 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
4642 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
4643 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
4644 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
4645 /* Viewport */
4646 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
4647 /* Transform states follow */
4648 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
4649 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
4650 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4651 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4652 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4653 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4654 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4655 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4656 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4657 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4658 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
4659 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
4660 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
4661 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
4662 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
4663 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
4664 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
4665 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
4666 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
4667 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
4668 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
4669 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
4670 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
4671 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
4672 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
4673 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
4674 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
4675 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
4676 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
4677 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
4678 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
4679 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
4680 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
4681 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
4682 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
4683 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
4684 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
4685 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
4686 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
4687 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
4688 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
4689 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
4690 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
4691 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
4692 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
4693 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
4694 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
4695 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
4696 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
4697 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
4698 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
4699 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
4700 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
4701 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
4702 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
4703 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
4704 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
4705 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
4706 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
4707 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
4708 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
4709 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
4710 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
4711 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
4712 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
4713 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
4714 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
4715 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
4716 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
4717 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
4718 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
4719 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
4720 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
4721 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
4722 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
4723 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
4724 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
4725 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
4726 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
4727 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
4728 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
4729 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
4730 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
4731 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
4732 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
4733 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
4734 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
4735 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
4736 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
4737 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
4738 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
4739 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
4740 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
4741 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
4742 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
4743 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
4744 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
4745 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
4746 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
4747 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
4748 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
4749 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
4750 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
4751 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
4752 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
4753 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
4754 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
4755 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
4756 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
4757 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
4758 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
4759 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
4760 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
4761 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
4762 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
4763 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
4764 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
4765 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
4766 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
4767 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
4768 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
4769 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
4770 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
4771 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
4772 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
4773 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
4774 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
4775 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
4776 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
4777 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
4778 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
4779 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
4780 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
4781 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
4782 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
4783 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
4784 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
4785 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
4786 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
4787 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
4788 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
4789 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
4790 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
4791 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
4792 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
4793 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
4794 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
4795 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
4796 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
4797 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
4798 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
4799 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
4800 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
4801 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
4802 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
4803 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
4804 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
4805 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
4806 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
4807 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
4808 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
4809 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
4810 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
4811 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
4812 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
4813 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
4814 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
4815 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
4816 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
4817 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
4818 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
4819 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
4820 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
4821 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
4822 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
4823 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
4824 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
4825 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
4826 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
4827 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
4828 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
4829 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
4830 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
4831 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
4832 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
4833 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
4834 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
4835 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
4836 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
4837 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
4838 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
4839 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
4840 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
4841 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
4842 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
4843 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
4844 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
4845 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
4846 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
4847 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
4848 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
4849 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
4850 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
4851 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
4852 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
4853 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
4854 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
4855 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
4856 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
4857 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
4858 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
4859 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
4860 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
4861 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
4862 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
4863 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
4864 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
4865 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
4866 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
4867 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
4868 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
4869 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
4870 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
4871 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
4872 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
4873 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
4874 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
4875 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
4876 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
4877 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
4878 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
4879 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
4880 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
4881 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
4882 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
4883 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
4884 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
4885 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
4886 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
4887 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
4888 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
4889 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
4890 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
4891 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
4892 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
4893 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
4894 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
4895 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
4896 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
4897 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
4898 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
4899 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
4900 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
4901 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
4902 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
4903 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
4904 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
4905 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
4906 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
4907 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
4908 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
4913 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
4930 /* Fog */
4931 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
4949 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
4950 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
4952 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
4958 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
4959 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
4961 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
4962 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
4963 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
4965 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4966 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4967 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4968 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4969 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4970 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4971 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4972 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4973 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4974 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4975 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4976 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4977 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4978 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4979 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4980 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4981 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4982 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4983 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4984 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4985 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4986 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
4987 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
4988 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
4989 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
4990 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4993 static const struct wined3d_state_entry_template ffp_fragmentstate_template[] = {
4994 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
4995 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
4998 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5001 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5004 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5005 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5007 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5008 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5015 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5018 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5023 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5024 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5025 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5026 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5027 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5028 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5034 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5035 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5036 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5037 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5038 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5039 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5041 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5042 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5043 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5044 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5045 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5046 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5047 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5048 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5049 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5050 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5051 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5052 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5053 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5054 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5055 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5056 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5057 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5058 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5059 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5060 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5061 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5062 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5063 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5064 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5065 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5066 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5067 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5068 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5069 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5070 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5071 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5072 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5073 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5074 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5075 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5076 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5077 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5078 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5079 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5080 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5081 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5082 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5083 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5084 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5085 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5086 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5087 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5088 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5089 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5090 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5091 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5092 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5093 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5094 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5095 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5096 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5097 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5098 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5101 /* Context activation is done by the caller. */
5102 static void ffp_pipe_enable(const struct wined3d_context *context, BOOL enable) {}
5104 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5106 return shader_priv;
5109 static void ffp_free(struct wined3d_device *device, struct wined3d_context *context) {}
5111 static void vp_ffp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
5113 const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl_const(adapter)->gl_info;
5115 caps->xyzrhw = FALSE;
5116 caps->ffp_generic_attributes = FALSE;
5117 caps->max_active_lights = gl_info->limits.lights;
5118 caps->max_vertex_blend_matrices = 1;
5119 caps->max_vertex_blend_matrix_index = 0;
5120 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5121 | WINED3DVTXPCAPS_MATERIALSOURCE7
5122 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5123 | WINED3DVTXPCAPS_LOCALVIEWER
5124 | WINED3DVTXPCAPS_VERTEXFOG
5125 | WINED3DVTXPCAPS_TEXGEN
5126 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5127 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5128 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
5129 caps->raster_caps = 0;
5130 if (gl_info->supported[NV_FOG_DISTANCE])
5131 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5134 static unsigned int vp_ffp_get_emul_mask(const struct wined3d_adapter *adapter)
5136 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5139 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5141 ffp_pipe_enable,
5142 vp_ffp_get_caps,
5143 vp_ffp_get_emul_mask,
5144 ffp_alloc,
5145 ffp_free,
5146 vp_ffp_states,
5149 static void ffp_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5151 const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl_const(adapter)->gl_info;
5153 caps->wined3d_caps = 0;
5154 caps->PrimitiveMiscCaps = 0;
5155 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5156 | WINED3DTEXOPCAPS_ADDSIGNED
5157 | WINED3DTEXOPCAPS_ADDSIGNED2X
5158 | WINED3DTEXOPCAPS_MODULATE
5159 | WINED3DTEXOPCAPS_MODULATE2X
5160 | WINED3DTEXOPCAPS_MODULATE4X
5161 | WINED3DTEXOPCAPS_SELECTARG1
5162 | WINED3DTEXOPCAPS_SELECTARG2
5163 | WINED3DTEXOPCAPS_DISABLE;
5165 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5166 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5167 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5169 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5170 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5171 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5172 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5173 | WINED3DTEXOPCAPS_LERP
5174 | WINED3DTEXOPCAPS_SUBTRACT;
5176 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5177 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5179 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5180 | WINED3DTEXOPCAPS_MULTIPLYADD
5181 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5182 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5183 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5185 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5186 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5188 caps->MaxTextureBlendStages = gl_info->limits.textures;
5189 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5192 static unsigned int ffp_fragment_get_emul_mask(const struct wined3d_adapter *adapter)
5194 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5197 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5199 /* We only support identity conversions. */
5200 return is_identity_fixup(fixup);
5203 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5205 return TRUE;
5208 static void ffp_none_context_free(struct wined3d_context *context)
5212 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline =
5214 ffp_pipe_enable,
5215 ffp_fragment_get_caps,
5216 ffp_fragment_get_emul_mask,
5217 ffp_alloc,
5218 ffp_free,
5219 ffp_none_context_alloc,
5220 ffp_none_context_free,
5221 ffp_color_fixup_supported,
5222 ffp_fragmentstate_template,
5225 static void none_pipe_enable(const struct wined3d_context *context, BOOL enable) {}
5227 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5229 return shader_priv;
5232 static void none_free(struct wined3d_device *device, struct wined3d_context *context) {}
5234 static void vp_none_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
5236 memset(caps, 0, sizeof(*caps));
5239 static unsigned int vp_none_get_emul_mask(const struct wined3d_adapter *adapter)
5241 return 0;
5244 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5246 none_pipe_enable,
5247 vp_none_get_caps,
5248 vp_none_get_emul_mask,
5249 none_alloc,
5250 none_free,
5251 NULL,
5254 static void fp_none_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5256 memset(caps, 0, sizeof(*caps));
5259 static unsigned int fp_none_get_emul_mask(const struct wined3d_adapter *adapter)
5261 return 0;
5264 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5266 return is_identity_fixup(fixup);
5269 const struct wined3d_fragment_pipe_ops none_fragment_pipe =
5271 none_pipe_enable,
5272 fp_none_get_caps,
5273 fp_none_get_emul_mask,
5274 none_alloc,
5275 none_free,
5276 ffp_none_context_alloc,
5277 ffp_none_context_free,
5278 fp_none_color_fixup_supported,
5279 NULL,
5282 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5284 unsigned int i;
5285 for(i = 0; funcs[i]; i++);
5286 return i;
5289 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5291 context->device->multistate_funcs[state_id][0](context, state, state_id);
5292 context->device->multistate_funcs[state_id][1](context, state, state_id);
5295 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5297 context->device->multistate_funcs[state_id][0](context, state, state_id);
5298 context->device->multistate_funcs[state_id][1](context, state, state_id);
5299 context->device->multistate_funcs[state_id][2](context, state, state_id);
5302 static void prune_invalid_states(struct wined3d_state_entry *state_table, const struct wined3d_d3d_info *d3d_info)
5304 unsigned int start, last, i;
5306 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5307 last = STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5308 for (i = start; i <= last; ++i)
5310 state_table[i].representative = 0;
5311 state_table[i].apply = state_undefined;
5314 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5315 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_TEXTURES - 1);
5316 for (i = start; i <= last; ++i)
5318 state_table[i].representative = 0;
5319 state_table[i].apply = state_undefined;
5322 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5323 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5324 for (i = start; i <= last; ++i)
5326 state_table[i].representative = 0;
5327 state_table[i].apply = state_undefined;
5331 static void validate_state_table(struct wined3d_state_entry *state_table)
5333 static const struct
5335 DWORD first;
5336 DWORD last;
5338 rs_holes[] =
5340 { 1, 8},
5341 { 11, 14},
5342 { 16, 23},
5343 { 27, 27},
5344 { 30, 33},
5345 { 39, 40},
5346 { 42, 47},
5347 { 49, 59},
5348 { 61, 135},
5349 {138, 138},
5350 {144, 144},
5351 {149, 150},
5352 {153, 153},
5353 {162, 165},
5354 {167, 193},
5355 {195, 209},
5356 { 0, 0},
5358 static const unsigned int simple_states[] =
5360 STATE_MATERIAL,
5361 STATE_VDECL,
5362 STATE_STREAMSRC,
5363 STATE_INDEXBUFFER,
5364 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5365 STATE_SHADER(WINED3D_SHADER_TYPE_HULL),
5366 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN),
5367 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5368 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5369 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
5370 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5371 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL),
5372 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN),
5373 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5374 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5375 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
5376 STATE_COMPUTE_SHADER_RESOURCE_BINDING,
5377 STATE_GRAPHICS_SHADER_RESOURCE_BINDING,
5378 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING,
5379 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING,
5380 STATE_VIEWPORT,
5381 STATE_LIGHT_TYPE,
5382 STATE_SCISSORRECT,
5383 STATE_RASTERIZER,
5384 STATE_POINTSPRITECOORDORIGIN,
5385 STATE_BASEVERTEXINDEX,
5386 STATE_FRAMEBUFFER,
5387 STATE_POINT_ENABLE,
5388 STATE_COLOR_KEY,
5389 STATE_BLEND,
5390 STATE_BLEND_FACTOR,
5391 STATE_DEPTH_STENCIL,
5392 STATE_STENCIL_REF,
5393 STATE_DEPTH_BOUNDS,
5395 unsigned int i, current;
5397 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5399 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5401 if (!state_table[i].representative)
5402 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5404 else if (state_table[i].representative)
5405 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5407 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5410 for (i = 0; i < ARRAY_SIZE(simple_states); ++i)
5412 if (!state_table[simple_states[i]].representative)
5413 ERR("State %s (%#x) should have a representative.\n",
5414 debug_d3dstate(simple_states[i]), simple_states[i]);
5417 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5419 unsigned int rep = state_table[i].representative;
5420 if (rep)
5422 if (state_table[rep].representative != rep)
5424 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5425 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5426 state_table[i].representative = 0;
5429 if (rep != i)
5431 if (state_table[i].apply)
5432 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5434 else if (!state_table[i].apply)
5436 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5442 HRESULT compile_state_table(struct wined3d_state_entry *state_table, APPLYSTATEFUNC **dev_multistate_funcs,
5443 const struct wined3d_d3d_info *d3d_info, const BOOL *supported_extensions,
5444 const struct wined3d_vertex_pipe_ops *vertex, const struct wined3d_fragment_pipe_ops *fragment,
5445 const struct wined3d_state_entry_template *misc)
5447 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5448 const struct wined3d_state_entry_template *cur;
5449 unsigned int i, type, handlers;
5450 BOOL set[STATE_HIGHEST + 1];
5452 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5454 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5456 state_table[i].representative = 0;
5457 state_table[i].apply = state_undefined;
5460 for (type = 0; type < 3; ++type)
5462 /* This switch decides the order in which the states are applied */
5463 switch (type)
5465 case 0: cur = misc; break;
5466 case 1: cur = fragment->states; break;
5467 case 2: cur = vertex->vp_states; break;
5468 default: cur = NULL; /* Stupid compiler */
5470 if (!cur) continue;
5472 /* GL extension filtering should not prevent multiple handlers being applied from different
5473 * pipeline parts
5475 memset(set, 0, sizeof(set));
5477 for (i = 0; cur[i].state; ++i)
5479 APPLYSTATEFUNC *funcs_array;
5481 /* Only use the first matching state with the available extension from one template.
5482 * e.g.
5483 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5484 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5486 * if GL_XYZ_fancy is supported, ignore the 2nd line
5488 if (set[cur[i].state]) continue;
5489 /* Skip state lines depending on unsupported extensions */
5490 if (!supported_extensions[cur[i].extension]) continue;
5491 set[cur[i].state] = TRUE;
5492 /* In some cases having an extension means that nothing has to be
5493 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5494 * supported, the texture coordinate fixup can be ignored. If the
5495 * apply function is used, mark the state set(done above) to prevent
5496 * applying later lines, but do not record anything in the state
5497 * table
5499 if (!cur[i].content.representative) continue;
5501 handlers = num_handlers(multistate_funcs[cur[i].state]);
5502 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5503 switch (handlers)
5505 case 0:
5506 state_table[cur[i].state].apply = cur[i].content.apply;
5507 break;
5508 case 1:
5509 state_table[cur[i].state].apply = multistate_apply_2;
5510 if (!(dev_multistate_funcs[cur[i].state] = heap_calloc(2, sizeof(**dev_multistate_funcs))))
5511 goto out_of_mem;
5513 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5514 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5515 break;
5516 case 2:
5517 state_table[cur[i].state].apply = multistate_apply_3;
5518 if (!(funcs_array = heap_realloc(dev_multistate_funcs[cur[i].state],
5519 sizeof(**dev_multistate_funcs) * 3)))
5520 goto out_of_mem;
5522 dev_multistate_funcs[cur[i].state] = funcs_array;
5523 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5524 break;
5525 default:
5526 ERR("Unexpected amount of state handlers for state %u: %u.\n",
5527 cur[i].state, handlers + 1);
5530 if (state_table[cur[i].state].representative
5531 && state_table[cur[i].state].representative != cur[i].content.representative)
5533 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5534 debug_d3dstate(cur[i].state), cur[i].state);
5536 state_table[cur[i].state].representative = cur[i].content.representative;
5540 prune_invalid_states(state_table, d3d_info);
5541 validate_state_table(state_table);
5543 return WINED3D_OK;
5545 out_of_mem:
5546 for (i = 0; i <= STATE_HIGHEST; ++i)
5548 heap_free(dev_multistate_funcs[i]);
5551 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1) * sizeof(*dev_multistate_funcs));
5553 return E_OUTOFMEMORY;