2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader
);
41 /* Context activation for state handler is done by the caller. */
43 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
45 ERR("Undefined state.\n");
48 static void state_nop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
50 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id
));
53 static void state_fillmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
55 enum wined3d_fill_mode mode
= state
->render_states
[WINED3D_RS_FILLMODE
];
56 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
60 case WINED3D_FILL_POINT
:
61 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
64 case WINED3D_FILL_WIREFRAME
:
65 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
68 case WINED3D_FILL_SOLID
:
69 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
73 FIXME("Unrecognized fill mode %#x.\n", mode
);
77 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
79 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
81 /* Lighting is not enabled if transformed vertices are drawn, but lighting
82 * does not affect the stream sources, so it is not grouped for
83 * performance reasons. This state reads the decoded vertex declaration,
84 * so if it is dirty don't do anything. The vertex declaration applying
85 * function calls this function for updating. */
86 if (isStateDirty(context
, STATE_VDECL
))
89 if (state
->render_states
[WINED3D_RS_LIGHTING
]
90 && !context
->stream_info
.position_transformed
)
92 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
93 checkGLcall("glEnable GL_LIGHTING");
97 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
98 checkGLcall("glDisable GL_LIGHTING");
102 static void state_zenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
104 enum wined3d_depth_buffer_type zenable
= state
->render_states
[WINED3D_RS_ZENABLE
];
105 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
108 /* No z test without depth stencil buffers */
109 if (!state
->fb
->depth_stencil
)
111 TRACE("No Z buffer - disabling depth test\n");
112 zenable
= WINED3D_ZB_FALSE
;
117 case WINED3D_ZB_FALSE
:
118 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
119 checkGLcall("glDisable GL_DEPTH_TEST");
121 case WINED3D_ZB_TRUE
:
122 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
123 checkGLcall("glEnable GL_DEPTH_TEST");
125 case WINED3D_ZB_USEW
:
126 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
127 checkGLcall("glEnable GL_DEPTH_TEST");
128 FIXME("W buffer is not well handled\n");
131 FIXME("Unrecognized depth buffer type %#x.\n", zenable
);
135 if (context
->gl_info
->supported
[ARB_DEPTH_CLAMP
])
137 if (!zenable
&& context
->stream_info
.position_transformed
)
139 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_CLAMP
);
140 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
144 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_CLAMP
);
145 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
148 else if (!zenable
&& !once
++)
149 FIXME("Z buffer disabled, but ARB_depth_clamp isn't supported.\n");
152 static void state_cullmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
154 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
156 /* glFrontFace() is set in context.c at context init and on an
157 * offscreen / onscreen rendering switch. */
158 switch (state
->render_states
[WINED3D_RS_CULLMODE
])
160 case WINED3D_CULL_NONE
:
161 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
162 checkGLcall("glDisable GL_CULL_FACE");
164 case WINED3D_CULL_CW
:
165 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
166 checkGLcall("glEnable GL_CULL_FACE");
167 gl_info
->gl_ops
.gl
.p_glCullFace(GL_FRONT
);
168 checkGLcall("glCullFace(GL_FRONT)");
170 case WINED3D_CULL_CCW
:
171 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
172 checkGLcall("glEnable GL_CULL_FACE");
173 gl_info
->gl_ops
.gl
.p_glCullFace(GL_BACK
);
174 checkGLcall("glCullFace(GL_BACK)");
177 FIXME("Unrecognized cull mode %#x.\n",
178 state
->render_states
[WINED3D_RS_CULLMODE
]);
182 static void state_shademode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
184 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
186 switch (state
->render_states
[WINED3D_RS_SHADEMODE
])
188 case WINED3D_SHADE_FLAT
:
189 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_FLAT
);
190 checkGLcall("glShadeModel(GL_FLAT)");
192 case WINED3D_SHADE_GOURAUD
:
193 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
194 checkGLcall("glShadeModel(GL_SMOOTH)");
196 case WINED3D_SHADE_PHONG
:
197 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
200 FIXME("Unrecognized shade mode %#x.\n",
201 state
->render_states
[WINED3D_RS_SHADEMODE
]);
205 static void state_ditherenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
207 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
209 if (state
->render_states
[WINED3D_RS_DITHERENABLE
])
211 gl_info
->gl_ops
.gl
.p_glEnable(GL_DITHER
);
212 checkGLcall("glEnable GL_DITHER");
216 gl_info
->gl_ops
.gl
.p_glDisable(GL_DITHER
);
217 checkGLcall("glDisable GL_DITHER");
221 static void state_zwritenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
223 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
225 if (state
->render_states
[WINED3D_RS_ZWRITEENABLE
])
227 gl_info
->gl_ops
.gl
.p_glDepthMask(1);
228 checkGLcall("glDepthMask(1)");
232 gl_info
->gl_ops
.gl
.p_glDepthMask(0);
233 checkGLcall("glDepthMask(0)");
237 static GLenum
gl_compare_func(enum wined3d_cmp_func f
)
241 case WINED3D_CMP_NEVER
:
243 case WINED3D_CMP_LESS
:
245 case WINED3D_CMP_EQUAL
:
247 case WINED3D_CMP_LESSEQUAL
:
249 case WINED3D_CMP_GREATER
:
251 case WINED3D_CMP_NOTEQUAL
:
253 case WINED3D_CMP_GREATEREQUAL
:
255 case WINED3D_CMP_ALWAYS
:
258 FIXME("Unrecognized compare function %#x.\n", f
);
263 static void state_zfunc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
265 GLenum depth_func
= gl_compare_func(state
->render_states
[WINED3D_RS_ZFUNC
]);
266 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
268 if (!depth_func
) return;
270 gl_info
->gl_ops
.gl
.p_glDepthFunc(depth_func
);
271 checkGLcall("glDepthFunc");
274 void state_ambient(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
276 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
279 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_AMBIENT
], col
);
280 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col
[0], col
[1], col
[2], col
[3]);
281 gl_info
->gl_ops
.gl
.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, col
);
282 checkGLcall("glLightModel for MODEL_AMBIENT");
285 static void state_blendop_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
287 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
290 static GLenum
gl_blend_op(enum wined3d_blend_op op
)
294 case WINED3D_BLEND_OP_ADD
:
295 return GL_FUNC_ADD_EXT
;
296 case WINED3D_BLEND_OP_SUBTRACT
:
297 return GL_FUNC_SUBTRACT_EXT
;
298 case WINED3D_BLEND_OP_REVSUBTRACT
:
299 return GL_FUNC_REVERSE_SUBTRACT_EXT
;
300 case WINED3D_BLEND_OP_MIN
:
302 case WINED3D_BLEND_OP_MAX
:
305 FIXME("Unhandled blend op %#x.\n", op
);
310 static void state_blendop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
312 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
313 GLenum blend_equation_alpha
= GL_FUNC_ADD_EXT
;
314 GLenum blend_equation
= GL_FUNC_ADD_EXT
;
316 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
317 if (state
->render_states
[WINED3D_RS_BLENDOPALPHA
]
318 && !gl_info
->supported
[EXT_BLEND_EQUATION_SEPARATE
])
320 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
324 blend_equation
= gl_blend_op(state
->render_states
[WINED3D_RS_BLENDOP
]);
325 blend_equation_alpha
= gl_blend_op(state
->render_states
[WINED3D_RS_BLENDOPALPHA
]);
326 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation
, blend_equation_alpha
);
328 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
330 GL_EXTCALL(glBlendEquationSeparateEXT(blend_equation
, blend_equation_alpha
));
331 checkGLcall("glBlendEquationSeparateEXT");
335 GL_EXTCALL(glBlendEquationEXT(blend_equation
));
336 checkGLcall("glBlendEquation");
340 static GLenum
gl_blend_factor(enum wined3d_blend factor
, const struct wined3d_format
*dst_format
)
344 case WINED3D_BLEND_ZERO
:
346 case WINED3D_BLEND_ONE
:
348 case WINED3D_BLEND_SRCCOLOR
:
350 case WINED3D_BLEND_INVSRCCOLOR
:
351 return GL_ONE_MINUS_SRC_COLOR
;
352 case WINED3D_BLEND_SRCALPHA
:
354 case WINED3D_BLEND_INVSRCALPHA
:
355 return GL_ONE_MINUS_SRC_ALPHA
;
356 case WINED3D_BLEND_DESTCOLOR
:
358 case WINED3D_BLEND_INVDESTCOLOR
:
359 return GL_ONE_MINUS_DST_COLOR
;
360 /* To compensate for the lack of format switching with backbuffer
361 * offscreen rendering, and with onscreen rendering, we modify the
362 * alpha test parameters for (INV)DESTALPHA if the render target
363 * doesn't support alpha blending. A nonexistent alpha channel
364 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
365 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
366 case WINED3D_BLEND_DESTALPHA
:
367 return dst_format
->alpha_size
? GL_DST_ALPHA
: GL_ONE
;
368 case WINED3D_BLEND_INVDESTALPHA
:
369 return dst_format
->alpha_size
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
370 case WINED3D_BLEND_SRCALPHASAT
:
371 return GL_SRC_ALPHA_SATURATE
;
372 case WINED3D_BLEND_BLENDFACTOR
:
373 return GL_CONSTANT_COLOR_EXT
;
374 case WINED3D_BLEND_INVBLENDFACTOR
:
375 return GL_ONE_MINUS_CONSTANT_COLOR_EXT
;
377 FIXME("Unhandled blend factor %#x.\n", factor
);
382 static void state_blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
384 const struct wined3d_surface
*target
= state
->fb
->render_targets
[0];
385 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
386 GLenum srcBlend
, dstBlend
;
387 enum wined3d_blend d3d_blend
;
389 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
390 * blending parameters to work. */
391 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
]
392 || state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
393 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
395 /* Disable blending in all cases even without pixelshaders.
396 * With blending on we could face a big performance penalty.
397 * The d3d9 visual test confirms the behavior. */
398 if (context
->render_offscreen
399 && !(target
->resource
.format
->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
401 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
402 checkGLcall("glDisable GL_BLEND");
407 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
408 checkGLcall("glEnable GL_BLEND");
413 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
414 checkGLcall("glDisable GL_BLEND");
415 /* Nothing more to do - get out */
419 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
420 * source blending values which are still valid up to d3d9. They should
421 * not occur as dest blend values. */
422 d3d_blend
= state
->render_states
[WINED3D_RS_SRCBLEND
];
423 if (d3d_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
425 srcBlend
= GL_SRC_ALPHA
;
426 dstBlend
= GL_ONE_MINUS_SRC_ALPHA
;
428 else if (d3d_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
430 srcBlend
= GL_ONE_MINUS_SRC_ALPHA
;
431 dstBlend
= GL_SRC_ALPHA
;
435 srcBlend
= gl_blend_factor(d3d_blend
, target
->resource
.format
);
436 dstBlend
= gl_blend_factor(state
->render_states
[WINED3D_RS_DESTBLEND
],
437 target
->resource
.format
);
440 if (state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
441 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
443 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_SMOOTH
);
444 checkGLcall("glEnable(GL_LINE_SMOOTH)");
445 if (srcBlend
!= GL_SRC_ALPHA
)
446 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
447 if (dstBlend
!= GL_ONE_MINUS_SRC_ALPHA
&& dstBlend
!= GL_ONE
)
448 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
452 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
453 checkGLcall("glDisable(GL_LINE_SMOOTH)");
456 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
457 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_BLENDOP
)))
458 state_blendop(context
, state
, STATE_RENDER(WINED3D_RS_BLENDOPALPHA
));
460 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
462 GLenum srcBlendAlpha
, dstBlendAlpha
;
464 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
465 if (!context
->gl_info
->supported
[EXT_BLEND_FUNC_SEPARATE
])
467 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
471 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
472 * source blending values which are still valid up to d3d9. They should
473 * not occur as dest blend values. */
474 d3d_blend
= state
->render_states
[WINED3D_RS_SRCBLENDALPHA
];
475 if (d3d_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
477 srcBlendAlpha
= GL_SRC_ALPHA
;
478 dstBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
480 else if (d3d_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
482 srcBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
483 dstBlendAlpha
= GL_SRC_ALPHA
;
487 srcBlendAlpha
= gl_blend_factor(d3d_blend
, target
->resource
.format
);
488 dstBlendAlpha
= gl_blend_factor(state
->render_states
[WINED3D_RS_DESTBLENDALPHA
],
489 target
->resource
.format
);
492 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend
, dstBlend
, srcBlendAlpha
, dstBlendAlpha
));
493 checkGLcall("glBlendFuncSeparateEXT");
497 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend
, dstBlend
);
498 gl_info
->gl_ops
.gl
.p_glBlendFunc(srcBlend
, dstBlend
);
499 checkGLcall("glBlendFunc");
502 /* Colorkey fixup for stage 0 alphaop depends on
503 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
504 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
505 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
508 static void state_blendfactor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
510 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
513 static void state_blendfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
515 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
518 TRACE("Setting blend factor to %#x.\n", state
->render_states
[WINED3D_RS_BLENDFACTOR
]);
520 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_BLENDFACTOR
], col
);
521 GL_EXTCALL(glBlendColorEXT (col
[0],col
[1],col
[2],col
[3]));
522 checkGLcall("glBlendColor");
525 static void state_alpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
527 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
530 BOOL enable_ckey
= FALSE
;
532 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
534 /* Find out if the texture on the first stage has a ckey set. The alpha
535 * state func reads the texture settings, even though alpha and texture
536 * are not grouped together. This is to avoid making a huge alpha +
537 * texture + texture stage + ckey block due to the hardly used
538 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
539 * function will call alpha in case it finds some texture + colorkeyenable
540 * combination which needs extra care. */
541 if (state
->textures
[0] && (state
->textures
[0]->color_key_flags
& WINEDDSD_CKSRCBLT
))
544 if (enable_ckey
|| context
->last_was_ckey
)
545 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
546 context
->last_was_ckey
= enable_ckey
;
548 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
549 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
551 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
552 checkGLcall("glEnable GL_ALPHA_TEST");
556 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
557 checkGLcall("glDisable GL_ALPHA_TEST");
558 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
564 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
566 glParm
= GL_NOTEQUAL
;
571 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
572 glParm
= gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
576 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
577 checkGLcall("glAlphaFunc");
581 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
583 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
584 DWORD enable
= 0xffffffff;
585 DWORD disable
= 0x00000000;
587 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
591 /* The OpenGL spec says that clipping planes are disabled when using
592 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
593 * driver keeps clipping planes activated with shaders in some
594 * conditions I got sick of tracking down. The shader state handler
595 * disables all clip planes because of that - don't do anything here
596 * and keep them disabled. */
597 if (state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] && !warned
++)
598 FIXME("Clipping not supported with vertex shaders\n");
602 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
603 * The enabled / disabled planes are hardcoded into the shader. Update the
604 * shader to update the enabled clipplanes. In case of fixed function, we
605 * need to update the clipping field from ffp_vertex_settings. */
606 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
608 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
609 * of already set values
612 /* If enabling / disabling all
613 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
615 if (state
->render_states
[WINED3D_RS_CLIPPING
])
617 enable
= state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
618 disable
= ~state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
622 disable
= 0xffffffff;
626 if (enable
& WINED3DCLIPPLANE0
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE0
);
627 if (enable
& WINED3DCLIPPLANE1
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE1
);
628 if (enable
& WINED3DCLIPPLANE2
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE2
);
629 if (enable
& WINED3DCLIPPLANE3
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE3
);
630 if (enable
& WINED3DCLIPPLANE4
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE4
);
631 if (enable
& WINED3DCLIPPLANE5
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE5
);
632 checkGLcall("clip plane enable");
634 if (disable
& WINED3DCLIPPLANE0
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
);
635 if (disable
& WINED3DCLIPPLANE1
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE1
);
636 if (disable
& WINED3DCLIPPLANE2
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE2
);
637 if (disable
& WINED3DCLIPPLANE3
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE3
);
638 if (disable
& WINED3DCLIPPLANE4
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE4
);
639 if (disable
& WINED3DCLIPPLANE5
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE5
);
640 checkGLcall("clip plane disable");
643 void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
645 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
646 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
647 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
648 * specular color. This is wrong:
649 * Separate specular color means the specular colour is maintained separately, whereas
650 * single color means it is merged in. However in both cases they are being used to
652 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
653 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
657 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
658 * Instead, we need to setup the FinalCombiner properly.
660 * The default setup for the FinalCombiner is:
662 * <variable> <input> <mapping> <usage>
663 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
664 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
665 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
666 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
667 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
668 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
669 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
671 * That's pretty much fine as it is, except for variable B, which needs to take
672 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
673 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
676 TRACE("Setting specular enable state and materials\n");
677 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
679 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
680 checkGLcall("glMaterialfv");
682 if (state
->material
.power
> gl_info
->limits
.shininess
)
684 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
685 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
686 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
687 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
688 * them, it should be safe to do so without major visual distortions.
690 WARN("Material power = %.8e, limit %.8e\n", state
->material
.power
, gl_info
->limits
.shininess
);
691 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
695 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
697 checkGLcall("glMaterialf(GL_SHININESS)");
699 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
700 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
702 TRACE("Specular colors cannot be enabled in this version of opengl\n");
703 checkGLcall("glEnable(GL_COLOR_SUM)");
705 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
707 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
708 checkGLcall("glFinalCombinerInputNV()");
711 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
713 /* for the case of enabled lighting: */
714 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
715 checkGLcall("glMaterialfv");
717 /* for the case of disabled lighting: */
718 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
719 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
721 TRACE("Specular colors cannot be disabled in this version of opengl\n");
722 checkGLcall("glDisable(GL_COLOR_SUM)");
724 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
726 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
727 checkGLcall("glFinalCombinerInputNV()");
731 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
732 state
->material
.diffuse
.r
, state
->material
.diffuse
.g
,
733 state
->material
.diffuse
.b
, state
->material
.diffuse
.a
);
734 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
735 state
->material
.ambient
.r
, state
->material
.ambient
.g
,
736 state
->material
.ambient
.b
, state
->material
.ambient
.a
);
737 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
738 state
->material
.specular
.r
, state
->material
.specular
.g
,
739 state
->material
.specular
.b
, state
->material
.specular
.a
);
740 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
741 state
->material
.emissive
.r
, state
->material
.emissive
.g
,
742 state
->material
.emissive
.b
, state
->material
.emissive
.a
);
744 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
745 checkGLcall("glMaterialfv(GL_AMBIENT)");
746 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
747 checkGLcall("glMaterialfv(GL_DIFFUSE)");
748 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
749 checkGLcall("glMaterialfv(GL_EMISSION)");
752 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
754 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
757 /* Note the texture color applies to all textures whereas
758 * GL_TEXTURE_ENV_COLOR applies to active only. */
760 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
762 /* And now the default texture color as well */
763 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
765 /* Note the WINED3D_RS value applies to all textures, but GL has one
766 * per texture, so apply it now ready to be used! */
767 context_active_texture(context
, gl_info
, i
);
769 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &col
[0]);
770 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
774 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
775 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
777 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
779 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
780 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
781 GL_EXTCALL(glActiveStencilFaceEXT(face
));
782 checkGLcall("glActiveStencilFaceEXT(...)");
783 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
784 checkGLcall("glStencilFunc(...)");
785 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
786 checkGLcall("glStencilOp(...)");
789 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
793 case WINED3D_STENCIL_OP_KEEP
:
795 case WINED3D_STENCIL_OP_ZERO
:
797 case WINED3D_STENCIL_OP_REPLACE
:
799 case WINED3D_STENCIL_OP_INCR_SAT
:
801 case WINED3D_STENCIL_OP_DECR_SAT
:
803 case WINED3D_STENCIL_OP_INVERT
:
805 case WINED3D_STENCIL_OP_INCR
:
806 return GL_INCR_WRAP_EXT
;
807 case WINED3D_STENCIL_OP_DECR
:
808 return GL_DECR_WRAP_EXT
;
810 FIXME("Unrecognized stencil op %#x.\n", op
);
815 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
817 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
818 DWORD onesided_enable
;
819 DWORD twosided_enable
;
825 GLint stencilFail_ccw
;
827 GLint stencilPass_ccw
;
831 /* No stencil test without a stencil buffer. */
832 if (!state
->fb
->depth_stencil
)
834 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
835 checkGLcall("glDisable GL_STENCIL_TEST");
839 onesided_enable
= state
->render_states
[WINED3D_RS_STENCILENABLE
];
840 twosided_enable
= state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
];
841 if (!(func
= gl_compare_func(state
->render_states
[WINED3D_RS_STENCILFUNC
])))
843 if (!(func_ccw
= gl_compare_func(state
->render_states
[WINED3D_RS_CCW_STENCILFUNC
])))
844 func_ccw
= GL_ALWAYS
;
845 ref
= state
->render_states
[WINED3D_RS_STENCILREF
];
846 mask
= state
->render_states
[WINED3D_RS_STENCILMASK
];
847 stencilFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILFAIL
]);
848 depthFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILZFAIL
]);
849 stencilPass
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILPASS
]);
850 stencilFail_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILFAIL
]);
851 depthFail_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILZFAIL
]);
852 stencilPass_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILPASS
]);
854 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
855 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
856 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
857 onesided_enable
, twosided_enable
, ref
, mask
,
858 func
, stencilFail
, depthFail
, stencilPass
,
859 func_ccw
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
);
861 if (twosided_enable
&& onesided_enable
)
863 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
864 checkGLcall("glEnable GL_STENCIL_TEST");
866 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
868 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
869 * which has an effect on the code below too. If we apply the front face
870 * afterwards, we are sure that the active stencil face is set to front,
871 * and other stencil functions which do not use two sided stencil do not have
874 renderstate_stencil_twosided(context
, GL_BACK
,
875 func_ccw
, ref
, mask
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
);
876 renderstate_stencil_twosided(context
, GL_FRONT
,
877 func
, ref
, mask
, stencilFail
, depthFail
, stencilPass
);
879 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
881 GL_EXTCALL(glStencilFuncSeparateATI(func
, func_ccw
, ref
, mask
));
882 checkGLcall("glStencilFuncSeparateATI(...)");
883 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
884 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
885 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
));
886 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
888 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
891 else if(onesided_enable
)
893 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
895 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
896 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
899 /* This code disables the ATI extension as well, since the standard stencil functions are equal
900 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
902 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
903 checkGLcall("glEnable GL_STENCIL_TEST");
904 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
905 checkGLcall("glStencilFunc(...)");
906 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
907 checkGLcall("glStencilOp(...)");
911 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
912 checkGLcall("glDisable GL_STENCIL_TEST");
916 static void state_stencilwrite2s(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
918 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
919 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
921 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
922 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
923 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
924 checkGLcall("glStencilMask");
925 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
926 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
927 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
930 static void state_stencilwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
932 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
933 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
935 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
936 checkGLcall("glStencilMask");
939 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
941 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
943 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
945 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
948 /* Table fog on: Never use fog coords, and use per-fragment fog */
949 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
951 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
952 if (context
->fog_coord
)
954 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
955 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
956 context
->fog_coord
= FALSE
;
959 /* Range fog is only used with per-vertex fog in d3d */
960 if (gl_info
->supported
[NV_FOG_DISTANCE
])
962 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
963 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
968 /* Otherwise use per-vertex fog in any case */
969 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
971 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
973 /* No fog at all, or transformed vertices: Use fog coord */
974 if (!context
->fog_coord
)
976 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FOG_COORDINATE_EXT
);
977 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
978 context
->fog_coord
= TRUE
;
983 /* Otherwise, use the fragment depth */
984 if (context
->fog_coord
)
986 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
987 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
988 context
->fog_coord
= FALSE
;
991 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
993 if (gl_info
->supported
[NV_FOG_DISTANCE
])
995 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
996 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1000 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1003 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
1005 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1006 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1011 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1013 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1014 float fogstart
, fogend
;
1020 switch(context
->fog_source
) {
1026 case FOGSOURCE_COORD
:
1032 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGSTART
];
1033 fogstart
= tmpvalue
.f
;
1034 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGEND
];
1035 fogend
= tmpvalue
.f
;
1036 /* Special handling for fogstart == fogend. In d3d with vertex
1037 * fog, everything is fogged. With table fog, everything with
1038 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
1039 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
1040 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
1041 && fogstart
== fogend
)
1043 fogstart
= -INFINITY
;
1049 /* This should not happen.context->fog_source is set in wined3d, not the app.
1050 * Still this is needed to make the compiler happy
1052 ERR("Unexpected fog coordinate source\n");
1057 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_START
, fogstart
);
1058 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1059 TRACE("Fog Start == %f\n", fogstart
);
1061 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_END
, fogend
);
1062 checkGLcall("glFogf(GL_FOG_END, fogend)");
1063 TRACE("Fog End == %f\n", fogend
);
1066 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1068 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1069 enum fogsource new_source
;
1070 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
1071 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
1073 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1075 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1077 /* No fog? Disable it, and we're done :-) */
1078 glDisableWINE(GL_FOG
);
1079 checkGLcall("glDisable GL_FOG");
1085 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1086 * It can use the Z value of the vertex, or the alpha component of the specular color.
1087 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1088 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1089 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1091 * FOGTABLEMODE != NONE:
1092 * The Z value is used, with the equation specified, no matter what vertex type.
1094 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1095 * Per vertex fog is calculated using the specified fog equation and the parameters
1097 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1098 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1099 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1102 * Rules for vertex fog with shaders:
1104 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1105 * the fog computation to happen during transformation while openGL expects it to happen
1106 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1107 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1108 * To solve this problem, WineD3D does:
1109 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1111 * and 2) disables the fog computation (in either the fixed function or programmable
1112 * rasterizer) if using a vertex program.
1114 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1115 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1116 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1117 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1118 * There are some GL differences between specular fog coords and vertex shaders though.
1120 * With table fog the vertex shader fog coordinate is ignored.
1122 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1126 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1127 * the system will apply only pixel(=table) fog effects."
1129 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
1133 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1134 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1135 new_source
= FOGSOURCE_VS
;
1139 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1141 /* If processed vertices are used, fall through to the NONE case */
1142 case WINED3D_FOG_EXP
:
1143 if (!context
->last_was_rhw
)
1145 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1146 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1147 new_source
= FOGSOURCE_FFP
;
1152 case WINED3D_FOG_EXP2
:
1153 if (!context
->last_was_rhw
)
1155 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1156 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1157 new_source
= FOGSOURCE_FFP
;
1162 case WINED3D_FOG_LINEAR
:
1163 if (!context
->last_was_rhw
)
1165 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1166 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1167 new_source
= FOGSOURCE_FFP
;
1172 case WINED3D_FOG_NONE
:
1173 /* Both are none? According to msdn the alpha channel of the specular
1174 * color contains a fog factor. Set it in drawStridedSlow.
1175 * Same happens with Vertexfog on transformed vertices
1177 new_source
= FOGSOURCE_COORD
;
1178 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1179 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1183 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1184 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1185 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1189 new_source
= FOGSOURCE_FFP
;
1191 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
1193 case WINED3D_FOG_EXP
:
1194 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1195 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1198 case WINED3D_FOG_EXP2
:
1199 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1200 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1203 case WINED3D_FOG_LINEAR
:
1204 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1205 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1208 case WINED3D_FOG_NONE
: /* Won't happen */
1210 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1211 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1215 glEnableWINE(GL_FOG
);
1216 checkGLcall("glEnable GL_FOG");
1217 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1219 context
->fog_source
= new_source
;
1220 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1224 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1226 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1229 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_FOGCOLOR
], col
);
1230 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_COLOR
, &col
[0]);
1231 checkGLcall("glFog GL_FOG_COLOR");
1234 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1236 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1242 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1243 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1244 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1247 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1249 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1252 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1253 * The vertex declaration will call this function if the fixed function pipeline is used.
1256 if(isStateDirty(context
, STATE_VDECL
)) {
1260 context
->num_untracked_materials
= 0;
1261 if ((context
->stream_info
.use_map
& (1 << WINED3D_FFP_DIFFUSE
))
1262 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
1264 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1265 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
],
1266 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
],
1267 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
],
1268 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
]);
1270 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1272 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1273 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1276 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1278 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1279 context
->num_untracked_materials
++;
1281 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1283 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1284 context
->num_untracked_materials
++;
1287 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1290 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1292 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1293 context
->num_untracked_materials
++;
1295 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1297 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1298 context
->num_untracked_materials
++;
1301 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1304 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1306 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1307 context
->num_untracked_materials
++;
1310 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1316 /* Nothing changed, return. */
1317 if (Parm
== context
->tracking_parm
) return;
1321 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1322 checkGLcall("glDisable GL_COLOR_MATERIAL");
1326 gl_info
->gl_ops
.gl
.p_glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1327 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1328 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_MATERIAL
);
1329 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1332 /* Apparently calls to glMaterialfv are ignored for properties we're
1333 * tracking with glColorMaterial, so apply those here. */
1334 switch (context
->tracking_parm
)
1336 case GL_AMBIENT_AND_DIFFUSE
:
1337 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1338 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1339 checkGLcall("glMaterialfv");
1343 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1344 checkGLcall("glMaterialfv");
1348 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1349 checkGLcall("glMaterialfv");
1353 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1354 checkGLcall("glMaterialfv");
1358 /* Only change material color if specular is enabled, otherwise it is set to black */
1359 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1361 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1362 checkGLcall("glMaterialfv");
1366 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1367 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1368 checkGLcall("glMaterialfv");
1373 context
->tracking_parm
= Parm
;
1376 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1378 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1382 struct wined3d_line_pattern lp
;
1384 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1386 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1388 if (tmppattern
.lp
.repeat_factor
)
1390 gl_info
->gl_ops
.gl
.p_glLineStipple(tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1391 checkGLcall("glLineStipple(repeat, linepattern)");
1392 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_STIPPLE
);
1393 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1397 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1398 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1402 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1404 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1406 if (isStateDirty(context
, STATE_VDECL
))
1409 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1410 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1411 * by zero and is not properly defined in opengl, so avoid it
1413 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1414 && (context
->stream_info
.use_map
& (1 << WINED3D_FFP_NORMAL
)))
1416 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1417 checkGLcall("glEnable(GL_NORMALIZE);");
1421 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1422 checkGLcall("glDisable(GL_NORMALIZE);");
1426 void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1433 tmpvalue
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
1434 if (tmpvalue
.f
!= 1.0f
)
1436 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue
.f
);
1438 tmpvalue
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
1439 if (tmpvalue
.f
!= 64.0f
)
1441 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue
.f
);
1446 void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1448 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1455 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
1456 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
1458 /* Max point size trumps min point size */
1463 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
.f
);
1464 checkGLcall("glPointParameterfEXT(...)");
1465 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
.f
);
1466 checkGLcall("glPointParameterfEXT(...)");
1469 void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1471 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1478 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
1479 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
1481 /* Max point size trumps min point size */
1486 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
.f
);
1487 checkGLcall("glPointParameterfARB(...)");
1488 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
.f
);
1489 checkGLcall("glPointParameterfARB(...)");
1492 void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1494 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1495 /* TODO: Group this with the viewport */
1497 * POINTSCALEENABLE controls how point size value is treated. If set to
1498 * true, the point size is scaled with respect to height of viewport.
1499 * When set to false point size is in pixels.
1502 /* Default values */
1503 GLfloat att
[3] = {1.0f
, 0.0f
, 0.0f
};
1507 } pointSize
, A
, B
, C
;
1509 pointSize
.d
= state
->render_states
[WINED3D_RS_POINTSIZE
];
1510 A
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_A
];
1511 B
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_B
];
1512 C
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_C
];
1514 if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1516 DWORD h
= state
->viewport
.height
;
1517 GLfloat scaleFactor
;
1519 if (pointSize
.f
< gl_info
->limits
.pointsize_min
)
1521 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1522 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1523 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1524 * are less than 1.0f. scale_factor = 1.0f / point_size.
1526 scaleFactor
= pointSize
.f
/ gl_info
->limits
.pointsize_min
;
1527 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1528 * is 1.0, but then accepts points below that and draws too small points
1530 pointSize
.f
= gl_info
->limits
.pointsize_min
;
1532 else if(pointSize
.f
> gl_info
->limits
.pointsize_max
)
1534 /* gl already scales the input to glPointSize,
1535 * d3d scales the result after the point size scale.
1536 * If the point size is bigger than the max size, use the
1537 * scaling to scale it bigger, and set the gl point size to max
1539 scaleFactor
= pointSize
.f
/ gl_info
->limits
.pointsize_max
;
1540 TRACE("scale: %f\n", scaleFactor
);
1541 pointSize
.f
= gl_info
->limits
.pointsize_max
;
1545 scaleFactor
= powf(h
* scaleFactor
, 2);
1547 att
[0] = A
.f
/ scaleFactor
;
1548 att
[1] = B
.f
/ scaleFactor
;
1549 att
[2] = C
.f
/ scaleFactor
;
1552 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1554 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1555 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1557 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1559 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1560 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1562 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1564 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1567 gl_info
->gl_ops
.gl
.p_glPointSize(pointSize
.f
);
1568 checkGLcall("glPointSize(...);");
1571 static void state_debug_monitor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1573 WARN("token: %#x.\n", state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
]);
1576 static void state_colorwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1578 DWORD mask0
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE
];
1579 DWORD mask1
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
];
1580 DWORD mask2
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
];
1581 DWORD mask3
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
];
1582 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1584 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1585 mask0
& WINED3DCOLORWRITEENABLE_RED
? 1 : 0,
1586 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? 1 : 0,
1587 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? 1 : 0,
1588 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? 1 : 0);
1589 gl_info
->gl_ops
.gl
.p_glColorMask(mask0
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1590 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1591 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1592 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
1593 checkGLcall("glColorMask(...)");
1595 if (!((mask1
== mask0
&& mask2
== mask0
&& mask3
== mask0
)
1596 || (mask1
== 0xf && mask2
== 0xf && mask3
== 0xf)))
1598 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1599 mask0
, mask1
, mask2
, mask3
);
1600 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1604 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
1606 GL_EXTCALL(glColorMaskIndexedEXT(index
,
1607 mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1608 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1609 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1610 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
));
1613 static void state_colorwrite0(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1615 set_color_mask(context
->gl_info
, 0, state
->render_states
[WINED3D_RS_COLORWRITEENABLE
]);
1618 static void state_colorwrite1(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1620 set_color_mask(context
->gl_info
, 1, state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
]);
1623 static void state_colorwrite2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1625 set_color_mask(context
->gl_info
, 2, state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
]);
1628 static void state_colorwrite3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1630 set_color_mask(context
->gl_info
, 3, state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
]);
1633 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1635 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1637 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1639 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1640 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1644 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1645 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1649 static void state_lastpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1651 if (state
->render_states
[WINED3D_RS_LASTPIXEL
])
1653 TRACE("Last Pixel Drawing Enabled\n");
1659 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1662 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1667 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1671 /* TODO: NV_POINT_SPRITE */
1672 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1674 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1675 FIXME("Point sprites not supported\n");
1680 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1682 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1684 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1686 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1687 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1691 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1692 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1696 static void state_wrap(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1698 if (state
->render_states
[WINED3D_RS_WRAP0
]
1699 || state
->render_states
[WINED3D_RS_WRAP1
]
1700 || state
->render_states
[WINED3D_RS_WRAP2
]
1701 || state
->render_states
[WINED3D_RS_WRAP3
]
1702 || state
->render_states
[WINED3D_RS_WRAP4
]
1703 || state
->render_states
[WINED3D_RS_WRAP5
]
1704 || state
->render_states
[WINED3D_RS_WRAP6
]
1705 || state
->render_states
[WINED3D_RS_WRAP7
]
1706 || state
->render_states
[WINED3D_RS_WRAP8
]
1707 || state
->render_states
[WINED3D_RS_WRAP9
]
1708 || state
->render_states
[WINED3D_RS_WRAP10
]
1709 || state
->render_states
[WINED3D_RS_WRAP11
]
1710 || state
->render_states
[WINED3D_RS_WRAP12
]
1711 || state
->render_states
[WINED3D_RS_WRAP13
]
1712 || state
->render_states
[WINED3D_RS_WRAP14
]
1713 || state
->render_states
[WINED3D_RS_WRAP15
])
1714 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1717 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1719 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1720 WARN("Multisample antialiasing not supported by GL.\n");
1723 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1725 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1727 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1729 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1730 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1734 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1735 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1739 static void state_scissor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1741 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1743 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
1745 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1746 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1750 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1751 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1755 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1756 * OpenGL the bias is specified in units of "the smallest value that is
1757 * guaranteed to produce a resolvable offset for a given implementation". To
1758 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1759 * There's no practical way to retrieve that value from a given GL
1760 * implementation, but the D3D application has essentially the same problem,
1761 * which makes a guess of the depth buffer format's highest possible value a
1762 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1763 * depth slope, and doesn't need to be scaled. */
1764 static void state_depthbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1766 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1768 if (state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
]
1769 || state
->render_states
[WINED3D_RS_DEPTHBIAS
])
1771 const struct wined3d_surface
*depth
= state
->fb
->depth_stencil
;
1778 } scale_bias
, const_bias
;
1780 scale_bias
.d
= state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
];
1781 const_bias
.d
= state
->render_states
[WINED3D_RS_DEPTHBIAS
];
1783 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1784 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1786 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1788 float bias
= -(float)const_bias
.d
;
1789 gl_info
->gl_ops
.gl
.p_glPolygonOffset(bias
, bias
);
1790 checkGLcall("glPolygonOffset");
1796 const struct wined3d_format
*fmt
= depth
->resource
.format
;
1797 scale
= powf(2, fmt
->depth_size
) - 1;
1798 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1799 debug_d3dformat(fmt
->id
), scale
);
1803 /* The context manager will reapply this state on a depth stencil change */
1804 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1808 gl_info
->gl_ops
.gl
.p_glPolygonOffset(scale_bias
.f
, const_bias
.f
* scale
);
1809 checkGLcall("glPolygonOffset(...)");
1814 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1815 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1819 static void state_zvisible(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1821 if (state
->render_states
[WINED3D_RS_ZVISIBLE
])
1822 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1825 static void state_perspective(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1827 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1829 if (state
->render_states
[WINED3D_RS_TEXTUREPERSPECTIVE
])
1831 gl_info
->gl_ops
.gl
.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT
, GL_NICEST
);
1832 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1836 gl_info
->gl_ops
.gl
.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT
, GL_FASTEST
);
1837 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1841 static void state_stippledalpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1843 if (state
->render_states
[WINED3D_RS_STIPPLEDALPHA
])
1844 FIXME("Stippled Alpha not supported yet.\n");
1847 static void state_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1849 if (state
->render_states
[WINED3D_RS_ANTIALIAS
])
1850 FIXME("Antialias not supported yet.\n");
1853 static void state_multisampmask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1855 if (state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] != 0xffffffff)
1856 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1857 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
]);
1860 static void state_patchedgestyle(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1862 if (state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] != WINED3D_PATCH_EDGE_DISCRETE
)
1863 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1864 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
]);
1867 static void state_patchsegments(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1875 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
1877 static BOOL displayed
= FALSE
;
1879 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
1881 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
1887 static void state_positiondegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1889 if (state
->render_states
[WINED3D_RS_POSITIONDEGREE
] != WINED3D_DEGREE_CUBIC
)
1890 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1891 state
->render_states
[WINED3D_RS_POSITIONDEGREE
]);
1894 static void state_normaldegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1896 if (state
->render_states
[WINED3D_RS_NORMALDEGREE
] != WINED3D_DEGREE_LINEAR
)
1897 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1898 state
->render_states
[WINED3D_RS_NORMALDEGREE
]);
1901 static void state_tessellation(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1903 if (state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
])
1904 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1905 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
]);
1908 static void state_nvdb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1915 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1917 if (state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] == WINED3DFMT_NVDB
)
1919 zmin
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
];
1920 zmax
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
];
1922 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1923 * In d3d9 test is not performed in this case*/
1924 if (zmin
.f
<= zmax
.f
)
1926 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT
);
1927 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1928 GL_EXTCALL(glDepthBoundsEXT(zmin
.f
, zmax
.f
));
1929 checkGLcall("glDepthBoundsEXT(...)");
1933 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1934 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1939 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1940 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1943 state_tessellation(context
, state
, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
1946 static void state_wrapu(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1948 if (state
->render_states
[WINED3D_RS_WRAPU
])
1949 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1952 static void state_wrapv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1954 if (state
->render_states
[WINED3D_RS_WRAPV
])
1955 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1958 static void state_monoenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1960 if (state
->render_states
[WINED3D_RS_MONOENABLE
])
1961 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1964 static void state_rop2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1966 if (state
->render_states
[WINED3D_RS_ROP2
])
1967 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1970 static void state_planemask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1972 if (state
->render_states
[WINED3D_RS_PLANEMASK
])
1973 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1976 static void state_subpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1978 if (state
->render_states
[WINED3D_RS_SUBPIXEL
])
1979 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1982 static void state_subpixelx(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1984 if (state
->render_states
[WINED3D_RS_SUBPIXELX
])
1985 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1988 static void state_stippleenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1990 if (state
->render_states
[WINED3D_RS_STIPPLEENABLE
])
1991 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1994 static void state_mipmaplodbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1996 if (state
->render_states
[WINED3D_RS_MIPMAPLODBIAS
])
1997 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
2000 static void state_anisotropy(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2002 if (state
->render_states
[WINED3D_RS_ANISOTROPY
])
2003 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2006 static void state_flushbatch(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2008 if (state
->render_states
[WINED3D_RS_FLUSHBATCH
])
2009 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2012 static void state_translucentsi(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2014 if (state
->render_states
[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
])
2015 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2018 static void state_extents(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2020 if (state
->render_states
[WINED3D_RS_EXTENTS
])
2021 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2024 static void state_ckeyblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2026 if (state
->render_states
[WINED3D_RS_COLORKEYBLENDENABLE
])
2027 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2030 static void state_swvp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2032 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
2033 FIXME("Software vertex processing not implemented.\n");
2036 static void get_src_and_opr(DWORD arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
2037 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2038 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2039 * flag specifies the complement of the input should be used. */
2040 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
2041 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
2043 /* Calculate the operand */
2045 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
2046 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
2048 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
2049 else *operand
= GL_SRC_COLOR
;
2052 /* Calculate the source */
2053 switch (arg
& WINED3DTA_SELECTMASK
) {
2054 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
2055 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
2056 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
2057 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
2058 case WINED3DTA_SPECULAR
:
2060 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2061 * 'Secondary color' and isn't supported until base GL supports it
2062 * There is no concept of temp registers as far as I can tell
2064 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2065 *source
= GL_TEXTURE
;
2068 FIXME("Unrecognized texture arg %#x\n", arg
);
2069 *source
= GL_TEXTURE
;
2074 /* Setup the texture operations texture stage states */
2075 static void set_tex_op(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
2076 BOOL isAlpha
, int Stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
2078 GLenum src1
, src2
, src3
;
2079 GLenum opr1
, opr2
, opr3
;
2081 GLenum src0_target
, src1_target
, src2_target
;
2082 GLenum opr0_target
, opr1_target
, opr2_target
;
2084 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
2085 BOOL Handled
= FALSE
;
2087 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
2089 /* Operations usually involve two args, src0 and src1 and are operations
2090 * of the form (a1 <operation> a2). However, some of the more complex
2091 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2092 * Microsoft added in a third parameter called a0. Therefore these are
2093 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2094 * parameter goes to the front.
2096 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2097 * actual functions below, expect their syntax to differ slightly to those
2098 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2099 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2103 comb_target
= GL_COMBINE_ALPHA
;
2104 src0_target
= GL_SOURCE0_ALPHA
;
2105 src1_target
= GL_SOURCE1_ALPHA
;
2106 src2_target
= GL_SOURCE2_ALPHA
;
2107 opr0_target
= GL_OPERAND0_ALPHA
;
2108 opr1_target
= GL_OPERAND1_ALPHA
;
2109 opr2_target
= GL_OPERAND2_ALPHA
;
2110 scal_target
= GL_ALPHA_SCALE
;
2114 comb_target
= GL_COMBINE_RGB
;
2115 src0_target
= GL_SOURCE0_RGB
;
2116 src1_target
= GL_SOURCE1_RGB
;
2117 src2_target
= GL_SOURCE2_RGB
;
2118 opr0_target
= GL_OPERAND0_RGB
;
2119 opr1_target
= GL_OPERAND1_RGB
;
2120 opr2_target
= GL_OPERAND2_RGB
;
2121 scal_target
= GL_RGB_SCALE
;
2124 /* If a texture stage references an invalid texture unit the stage just
2125 * passes through the result from the previous stage */
2126 if (is_invalid_op(state
, Stage
, op
, arg1
, arg2
, arg3
))
2128 arg1
= WINED3DTA_CURRENT
;
2129 op
= WINED3D_TOP_SELECT_ARG1
;
2132 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2134 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2136 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2138 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2139 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2141 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2143 Handled
= TRUE
; /* Assume will be handled */
2145 /* Other texture operations require special extensions: */
2146 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2150 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2151 src3_target
= GL_SOURCE3_ALPHA_NV
;
2152 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2155 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2156 src3_target
= GL_SOURCE3_RGB_NV
;
2157 opr3_target
= GL_OPERAND3_RGB_NV
;
2161 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2162 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2163 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2164 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2165 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2166 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2167 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2168 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2169 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2170 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2171 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2172 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2173 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2174 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2175 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2176 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2177 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2178 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2179 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2182 case WINED3D_TOP_SELECT_ARG1
: /* = a1 * 1 + 0 * 0 */
2183 case WINED3D_TOP_SELECT_ARG2
: /* = a2 * 1 + 0 * 0 */
2184 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2185 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2186 if (op
== WINED3D_TOP_SELECT_ARG1
)
2188 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2189 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2190 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2191 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2195 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2196 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2197 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2198 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2200 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2201 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2202 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2203 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2204 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2205 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2206 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2207 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2208 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2209 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2210 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2211 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2214 case WINED3D_TOP_MODULATE
:
2215 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2216 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
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
, src2
);
2222 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2223 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2224 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2225 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2226 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2227 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
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
, opr
);
2232 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2233 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2234 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2236 case WINED3D_TOP_MODULATE_2X
:
2237 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2238 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2239 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2240 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2241 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2242 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2243 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2244 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2245 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2246 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2247 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2248 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2249 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2250 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2251 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2252 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2253 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2254 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2255 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2256 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2258 case WINED3D_TOP_MODULATE_4X
:
2259 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2260 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2261 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2262 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2263 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2264 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2265 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2266 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2267 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2268 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2269 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2270 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2271 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2272 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2273 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2274 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2275 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2276 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2277 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2278 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2281 case WINED3D_TOP_ADD
:
2282 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2283 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2284 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2285 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2286 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2287 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2288 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2289 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2290 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2291 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2292 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2293 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2294 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2295 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2296 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2297 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2298 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2299 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2300 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2301 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2304 case WINED3D_TOP_ADD_SIGNED
:
2305 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2306 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2307 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2308 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2309 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2310 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2311 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2312 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2313 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2314 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2315 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2316 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2317 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2318 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2319 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2320 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2321 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2322 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2323 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2324 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2327 case WINED3D_TOP_ADD_SIGNED_2X
:
2328 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2329 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2330 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2331 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2332 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2333 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2334 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2335 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2336 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2337 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2338 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2339 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2340 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2341 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2342 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2343 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2344 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2345 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2346 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2347 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2350 case WINED3D_TOP_ADD_SMOOTH
:
2351 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2352 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2353 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2354 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2355 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2356 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2357 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2358 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2359 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2360 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2361 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2362 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2363 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2364 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2365 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2366 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2368 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2369 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2370 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2371 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2373 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2374 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2375 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2376 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2379 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2380 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2381 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2382 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2383 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2384 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2385 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2386 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_PRIMARY_COLOR
);
2387 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2388 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2389 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2390 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2391 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2392 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2393 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2394 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_PRIMARY_COLOR
);
2395 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2396 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2397 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2398 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2399 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2401 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2402 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2403 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2404 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2405 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2406 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2407 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2408 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2409 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2410 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2411 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2412 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2413 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2414 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2415 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2416 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2417 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2418 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2419 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2420 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2421 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2423 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2424 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2425 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2426 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2427 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2428 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2429 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2430 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_CONSTANT
);
2431 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2432 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2433 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2434 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2435 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2436 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2437 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2438 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_CONSTANT
);
2439 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2440 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2441 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2442 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2443 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2445 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2446 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2447 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2448 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2449 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2450 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2451 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2452 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2453 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2454 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2455 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2456 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2457 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2458 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2459 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2460 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2461 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2462 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2463 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2464 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2465 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2467 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2468 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2469 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2470 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2471 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2472 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2473 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2474 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2475 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2476 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2477 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2478 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2479 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2480 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2481 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2482 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2483 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2485 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2486 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2488 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2489 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2490 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2491 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2493 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2494 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2495 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2496 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2497 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2498 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2499 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2500 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2501 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2502 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2503 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2504 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2505 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2507 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2508 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2510 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2511 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2512 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2513 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2514 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2515 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2516 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2517 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2519 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2520 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2521 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2522 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2523 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2524 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2525 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2526 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2527 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2528 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2529 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2530 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2531 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2532 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2533 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2534 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2535 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2537 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2538 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2539 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2540 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2542 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2543 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2544 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2545 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2547 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2548 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2549 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2550 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2551 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2553 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2554 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2555 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2556 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2558 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2559 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2560 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2561 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2562 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2563 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2564 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2565 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2567 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2568 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2570 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2571 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2572 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2573 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2574 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2575 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2576 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2577 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2579 case WINED3D_TOP_MULTIPLY_ADD
:
2580 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2581 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2582 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2583 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2584 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2585 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2586 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2587 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2588 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2589 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2590 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2591 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2592 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2593 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2594 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2595 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2596 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2597 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2598 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2599 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2602 case WINED3D_TOP_BUMPENVMAP
:
2603 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2604 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2613 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2614 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2618 } /* GL_NV_texture_env_combine4 */
2620 Handled
= TRUE
; /* Again, assume handled */
2622 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2623 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2624 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2625 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2626 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2627 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2628 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2629 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2630 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2632 case WINED3D_TOP_SELECT_ARG1
:
2633 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2634 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2635 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2636 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2637 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2638 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2639 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2640 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2642 case WINED3D_TOP_SELECT_ARG2
:
2643 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2644 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2645 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2646 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2647 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2648 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2649 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2650 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2652 case WINED3D_TOP_MODULATE
:
2653 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2654 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2655 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2656 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2657 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2658 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2659 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2660 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2661 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2662 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2663 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2664 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2666 case WINED3D_TOP_MODULATE_2X
:
2667 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2668 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2669 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2670 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2671 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2672 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2673 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2674 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2675 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2676 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2677 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2678 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2680 case WINED3D_TOP_MODULATE_4X
:
2681 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2682 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2683 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2684 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2685 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2686 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2687 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2688 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2689 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2690 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2691 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2692 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2694 case WINED3D_TOP_ADD
:
2695 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2696 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2697 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2698 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2699 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2700 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2701 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2702 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2703 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2704 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2705 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2706 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2708 case WINED3D_TOP_ADD_SIGNED
:
2709 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2710 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2711 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2712 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2713 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2714 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2715 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2716 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2717 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2718 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2719 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2720 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2722 case WINED3D_TOP_ADD_SIGNED_2X
:
2723 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2724 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2725 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2726 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2727 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2728 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2729 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2730 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2731 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2732 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2733 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2734 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2736 case WINED3D_TOP_SUBTRACT
:
2737 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2739 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2740 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2741 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2742 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2743 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2744 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2745 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2746 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2747 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2748 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2749 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2750 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2752 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2756 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2757 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2758 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2759 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2760 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2761 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2762 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2763 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2764 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2765 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2766 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2767 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PRIMARY_COLOR
);
2768 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2769 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2770 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2771 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2772 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2774 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2775 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2776 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2777 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2778 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2779 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2780 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2781 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2782 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2783 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2784 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2785 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2786 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2787 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2788 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2789 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2790 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2792 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2793 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2794 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2795 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2796 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2797 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2798 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2799 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2800 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2801 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2802 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2803 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_CONSTANT
);
2804 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2805 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2806 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2807 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2808 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2810 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
2811 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2812 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2813 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2814 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2815 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2816 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2817 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2818 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2819 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2820 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2821 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PREVIOUS
);
2822 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2823 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2824 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2825 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2826 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2828 case WINED3D_TOP_DOTPRODUCT3
:
2829 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2831 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2832 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2834 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2836 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2837 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2839 FIXME("This version of opengl does not support GL_DOT3\n");
2841 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2842 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2843 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2844 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2845 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2846 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2847 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2848 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2849 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2850 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2852 case WINED3D_TOP_LERP
:
2853 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2854 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2855 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2856 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2857 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2858 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2859 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2860 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2861 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2862 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2863 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
2864 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2865 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
2866 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2867 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2868 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2870 case WINED3D_TOP_ADD_SMOOTH
:
2871 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2873 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2874 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2875 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2876 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2878 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2879 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2880 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2881 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2883 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2884 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2885 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2886 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2887 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2888 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2889 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2890 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2891 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2892 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2893 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2894 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2898 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2899 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2901 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2902 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2903 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
2904 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2905 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
2906 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2907 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2908 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2909 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2910 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2911 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2912 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2913 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2914 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2915 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2916 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2920 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2921 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2923 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2924 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2925 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2926 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2928 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2929 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2930 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2931 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2933 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2934 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2935 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2936 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2937 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2938 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2939 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2940 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2941 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2942 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2943 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2944 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2948 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2949 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2951 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2952 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2953 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2954 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2955 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2956 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2957 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2958 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2960 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2961 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2962 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2963 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2965 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2966 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2967 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2968 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2969 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2970 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2971 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2972 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2976 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2977 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2979 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2980 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2981 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2982 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2984 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2985 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2986 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2987 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2989 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2990 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2991 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2992 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2993 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2994 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2995 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2996 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2997 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2998 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2999 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3000 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3004 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3005 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3007 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3008 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3009 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3010 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3012 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
3013 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
3014 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3015 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3017 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3018 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3019 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3020 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3022 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3023 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3024 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3025 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3027 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
3028 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3029 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3030 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3031 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3032 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3033 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3034 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3038 case WINED3D_TOP_MULTIPLY_ADD
:
3039 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3041 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3042 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3043 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3044 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3045 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
3046 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3047 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
3048 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3049 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
3050 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3051 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3052 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3053 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3054 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3055 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3056 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3060 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
3061 case WINED3D_TOP_BUMPENVMAP
:
3062 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
3064 /* Technically texture shader support without register combiners is possible, but not expected to occur
3065 * on real world cards, so for now a fixme should be enough
3067 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3077 BOOL combineOK
= TRUE
;
3078 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3083 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3085 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3087 /* Note: If COMBINE4 in effect can't go back to combine! */
3090 case WINED3D_TOP_ADD_SMOOTH
:
3091 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3092 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3093 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3094 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3095 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3096 case WINED3D_TOP_MULTIPLY_ADD
:
3097 /* Ignore those implemented in both cases */
3100 case WINED3D_TOP_SELECT_ARG1
:
3101 case WINED3D_TOP_SELECT_ARG2
:
3106 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
3114 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE
);
3115 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3121 /* After all the extensions, if still unhandled, report fixme */
3122 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
3126 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3128 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3129 BOOL tex_used
= context
->fixed_function_usage_map
& (1 << stage
);
3130 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3131 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3133 TRACE("Setting color op for stage %d\n", stage
);
3135 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3136 if (use_ps(state
)) return;
3138 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3140 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3142 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3144 FIXME("Attempt to enable unsupported stage!\n");
3147 context_active_texture(context
, gl_info
, mapped_stage
);
3150 if (stage
>= context
->lowest_disabled_stage
)
3152 TRACE("Stage disabled\n");
3153 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3155 /* Disable everything here */
3156 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3157 checkGLcall("glDisable(GL_TEXTURE_2D)");
3158 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3159 checkGLcall("glDisable(GL_TEXTURE_3D)");
3160 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3162 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3163 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3165 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3167 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3168 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3175 /* The sampler will also activate the correct texture dimensions, so no
3176 * need to do it here if the sampler for this stage is dirty. */
3177 if (!isStateDirty(context
, STATE_SAMPLER(stage
)) && tex_used
)
3178 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
3180 set_tex_op(gl_info
, state
, FALSE
, stage
,
3181 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
3182 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
3183 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
3184 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
]);
3187 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3189 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3190 BOOL tex_used
= context
->fixed_function_usage_map
& (1 << stage
);
3191 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3192 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3193 DWORD op
, arg1
, arg2
, arg0
;
3195 TRACE("Setting alpha op for stage %d\n", stage
);
3196 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3197 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3199 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3201 FIXME("Attempt to enable unsupported stage!\n");
3204 context_active_texture(context
, gl_info
, mapped_stage
);
3207 op
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_OP
];
3208 arg1
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG1
];
3209 arg2
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG2
];
3210 arg0
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG0
];
3212 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3214 struct wined3d_texture
*texture
= state
->textures
[0];
3215 GLenum texture_dimensions
= texture
->target
;
3217 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3219 if (texture
->color_key_flags
& WINEDDSD_CKSRCBLT
&& !texture
->resource
.format
->alpha_size
)
3221 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3222 * properly. On the other hand applications can still use texture combiners apparently. This code
3223 * takes care that apps cannot remove the texture's alpha channel entirely.
3225 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3226 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3227 * and alpha component of diffuse color to draw things like translucent text and perform other
3230 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3231 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3232 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3233 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3234 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3235 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3236 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3237 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3238 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3241 * What to do with multitexturing? So far no app has been found that uses color keying with
3243 if (op
== WINED3D_TOP_DISABLE
)
3245 arg1
= WINED3DTA_TEXTURE
;
3246 op
= WINED3D_TOP_SELECT_ARG1
;
3248 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3250 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3252 arg2
= WINED3DTA_TEXTURE
;
3253 op
= WINED3D_TOP_MODULATE
;
3255 else arg1
= WINED3DTA_TEXTURE
;
3257 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3259 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3261 arg1
= WINED3DTA_TEXTURE
;
3262 op
= WINED3D_TOP_MODULATE
;
3264 else arg2
= WINED3DTA_TEXTURE
;
3270 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3271 * this if block here, and the other code(color keying, texture unit selection) are the same
3273 TRACE("Setting alpha op for stage %d\n", stage
);
3274 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3276 set_tex_op_nvrc(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3277 mapped_stage
, state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
3281 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3285 void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3287 DWORD texUnit
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3288 const struct wined3d_device
*device
= context
->swapchain
->device
;
3289 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3290 DWORD mapped_stage
= context
->tex_unit_map
[texUnit
];
3294 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3295 if (use_vs(state
) || isStateDirty(context
, STATE_VDECL
))
3297 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3301 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3302 if (mapped_stage
>= gl_info
->limits
.textures
) return;
3304 context_active_texture(context
, gl_info
, mapped_stage
);
3305 generated
= (state
->texture_states
[texUnit
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU
;
3306 coordIdx
= min(state
->texture_states
[texUnit
][WINED3D_TSS_TEXCOORD_INDEX
& 0x0000ffff], MAX_TEXTURES
- 1);
3308 set_texture_matrix(gl_info
, &state
->transforms
[WINED3D_TS_TEXTURE0
+ texUnit
].u
.m
[0][0],
3309 state
->texture_states
[texUnit
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
],
3310 generated
, context
->last_was_rhw
,
3311 context
->stream_info
.use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
))
3312 ? context
->stream_info
.elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
].format
->id
3313 : WINED3DFMT_UNKNOWN
,
3314 device
->shader_backend
->shader_has_ffp_proj_control(device
->shader_priv
));
3316 /* The sampler applying function calls us if this changes */
3317 if ((context
->lastWasPow2Texture
& (1 << texUnit
)) && state
->textures
[texUnit
])
3320 FIXME("Non-power2 texture being used with generated texture coords\n");
3322 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3323 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3326 TRACE("Non power two matrix multiply fixup\n");
3327 gl_info
->gl_ops
.gl
.p_glMultMatrixf(state
->textures
[texUnit
]->pow2_matrix
);
3332 static void unload_tex_coords(const struct wined3d_gl_info
*gl_info
)
3334 unsigned int texture_idx
;
3336 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
3338 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
));
3339 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
3343 static void load_tex_coords(const struct wined3d_context
*context
, const struct wined3d_stream_info
*si
,
3344 GLuint
*curVBO
, const struct wined3d_state
*state
)
3346 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3347 unsigned int mapped_stage
= 0;
3348 unsigned int textureNo
= 0;
3350 for (textureNo
= 0; textureNo
< context
->d3d_info
->limits
.ffp_blend_stages
; ++textureNo
)
3352 int coordIdx
= state
->texture_states
[textureNo
][WINED3D_TSS_TEXCOORD_INDEX
];
3354 mapped_stage
= context
->tex_unit_map
[textureNo
];
3355 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) continue;
3357 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
3359 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage
);
3363 if (coordIdx
< MAX_TEXTURES
&& (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
))))
3365 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
3367 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3368 textureNo
, mapped_stage
, coordIdx
, e
->data
.buffer_object
, e
->data
.addr
);
3370 if (*curVBO
!= e
->data
.buffer_object
)
3372 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
3373 checkGLcall("glBindBufferARB");
3374 *curVBO
= e
->data
.buffer_object
;
3377 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3378 checkGLcall("glClientActiveTextureARB");
3380 /* The coords to supply depend completely on the fvf / vertex shader */
3381 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
3382 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
3383 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
3387 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
3390 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3392 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3393 for (textureNo
= mapped_stage
+ 1; textureNo
< gl_info
->limits
.textures
; ++textureNo
)
3395 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ textureNo
, 0, 0, 0, 1));
3399 checkGLcall("loadTexCoords");
3402 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3404 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3405 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3406 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3407 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3408 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3409 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3410 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3412 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3414 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3418 if (mapped_stage
>= gl_info
->limits
.fragment_samplers
)
3420 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3423 context_active_texture(context
, gl_info
, mapped_stage
);
3425 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3427 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3428 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3429 * means use the vertex position (camera-space) as the input texture coordinates
3430 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3431 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3432 * to the TEXCOORDINDEX value
3434 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
3436 case WINED3DTSS_TCI_PASSTHRU
:
3437 /* Use the specified texture coordinates contained within the
3438 * vertex format. This value resolves to zero. */
3439 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3440 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3441 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3442 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3443 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3446 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3447 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3448 * as the input texture coordinates for this stage's texture transformation. This
3449 * equates roughly to EYE_LINEAR */
3451 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3452 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3453 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3454 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3455 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3456 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3457 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3458 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3459 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3461 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3462 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3463 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3464 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3466 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3467 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3468 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3469 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3473 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3474 /* Note that NV_TEXGEN_REFLECTION support is implied when
3475 * ARB_TEXTURE_CUBE_MAP is supported */
3476 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3478 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3482 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3483 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3484 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3485 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3486 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3487 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3488 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3489 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3490 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3492 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3493 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3494 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3495 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3497 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3498 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3499 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3500 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3504 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3505 /* Note that NV_TEXGEN_REFLECTION support is implied when
3506 * ARB_TEXTURE_CUBE_MAP is supported */
3507 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3509 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3513 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3514 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3515 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3516 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3517 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3518 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3519 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3520 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3521 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3523 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3524 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3525 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3526 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3528 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3529 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3530 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3531 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3535 case WINED3DTSS_TCI_SPHEREMAP
:
3536 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3537 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3538 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3540 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3541 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3542 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3543 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3548 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3549 state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
]);
3550 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3551 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3552 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3553 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3554 checkGLcall("Disable texgen.");
3559 /* Update the texture matrix. */
3560 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ stage
)))
3561 transform_texture(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3563 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
3565 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3566 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3567 * and do all the things linked to it
3568 * TODO: Tidy that up to reload only the arrays of the changed unit
3570 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3572 unload_tex_coords(gl_info
);
3573 load_tex_coords(context
, &context
->stream_info
, &curVBO
, state
);
3577 void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3579 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3580 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3582 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
3584 if(!texture
) return;
3585 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3586 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3587 * scaling is reapplied or removed, the texture matrix has to be reapplied
3589 * The mapped stage is already active because the sampler() function below, which is part of the
3592 if (sampler
< MAX_TEXTURES
)
3594 const BOOL texIsPow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3596 if (texIsPow2
|| (context
->lastWasPow2Texture
& (1 << sampler
)))
3599 context
->lastWasPow2Texture
|= 1 << sampler
;
3601 context
->lastWasPow2Texture
&= ~(1 << sampler
);
3603 transform_texture(context
, state
,
3604 STATE_TEXTURESTAGE(context
->tex_unit_map
[sampler
], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3609 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3611 DWORD sampler
= state_id
- STATE_SAMPLER(0);
3612 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
3613 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3619 TRACE("Sampler: %d\n", sampler
);
3620 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3621 * only has to bind textures and set the per texture states
3624 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3626 TRACE("No sampler mapped to stage %d. Returning.\n", sampler
);
3630 if (mapped_stage
>= gl_info
->limits
.combined_samplers
)
3634 context_active_texture(context
, gl_info
, mapped_stage
);
3636 if (state
->textures
[sampler
])
3638 struct wined3d_texture
*texture
= state
->textures
[sampler
];
3639 BOOL srgb
= state
->sampler_states
[sampler
][WINED3D_SAMP_SRGB_TEXTURE
];
3641 wined3d_texture_bind(texture
, context
, srgb
);
3642 wined3d_texture_apply_state_changes(texture
, state
->sampler_states
[sampler
], gl_info
);
3644 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
3646 tmpvalue
.d
= state
->sampler_states
[sampler
][WINED3D_SAMP_MIPMAP_LOD_BIAS
];
3647 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
3648 GL_TEXTURE_LOD_BIAS_EXT
, tmpvalue
.f
);
3649 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3652 if (!use_ps(state
) && sampler
< context
->lowest_disabled_stage
)
3654 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !sampler
)
3656 /* If color keying is enabled update the alpha test, it
3657 * depends on the existence of a color key in stage 0. */
3658 state_alpha(context
, state
, WINED3D_RS_COLORKEYENABLE
);
3662 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3663 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3664 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
3668 if (sampler
< context
->lowest_disabled_stage
)
3670 /* TODO: What should I do with pixel shaders here ??? */
3671 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !sampler
)
3673 /* If color keying is enabled update the alpha test, it
3674 * depends on the existence of a color key in stage 0. */
3675 state_alpha(context
, state
, WINED3D_RS_COLORKEYENABLE
);
3677 } /* Otherwise tex_colorop disables the stage */
3678 context_bind_texture(context
, GL_NONE
, 0);
3682 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3688 if (!context
->last_was_pshader
)
3690 /* Former draw without a pixel shader, some samplers may be
3691 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3692 * make sure to enable them. */
3693 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3695 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3696 sampler(context
, state
, STATE_SAMPLER(i
));
3698 context
->last_was_pshader
= TRUE
;
3702 /* Otherwise all samplers were activated by the code above in
3703 * earlier draws, or by sampler() if a different texture was
3704 * bound. I don't have to do anything. */
3709 /* Disabled the pixel shader - color ops weren't applied while it was
3710 * enabled, so re-apply them. */
3711 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
3713 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3714 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3716 context
->last_was_pshader
= FALSE
;
3719 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
3722 static void state_geometry_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3724 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_GEOMETRY
;
3727 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3729 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3732 void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3734 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3736 /* This function is called by transform_view below if the view matrix was changed too
3738 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3739 * does not always update the world matrix, only on a switch between transformed
3740 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3741 * draw, but that should be rather rare and cheaper in total.
3743 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3744 checkGLcall("glMatrixMode");
3746 if (context
->last_was_rhw
)
3748 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3749 checkGLcall("glLoadIdentity()");
3753 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
].u
.m
[0][0]);
3754 checkGLcall("glLoadMatrixf");
3755 gl_info
->gl_ops
.gl
.p_glMultMatrixf(&state
->transforms
[WINED3D_TS_WORLD_MATRIX(0)].u
.m
[0][0]);
3756 checkGLcall("glMultMatrixf");
3760 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3762 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3763 UINT index
= state_id
- STATE_CLIPPLANE(0);
3766 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.clipplanes
)
3769 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3770 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3772 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3774 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
].u
.m
[0][0]);
3776 /* With vertex shaders, clip planes are not transformed in Direct3D,
3777 * while in OpenGL they are still transformed by the model view matix. */
3778 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3780 plane
[0] = state
->clip_planes
[index
].x
;
3781 plane
[1] = state
->clip_planes
[index
].y
;
3782 plane
[2] = state
->clip_planes
[index
].z
;
3783 plane
[3] = state
->clip_planes
[index
].w
;
3785 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3786 plane
[0], plane
[1], plane
[2], plane
[3]);
3787 gl_info
->gl_ops
.gl
.p_glClipPlane(GL_CLIP_PLANE0
+ index
, plane
);
3788 checkGLcall("glClipPlane");
3790 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3793 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3795 UINT matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3796 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3799 TRACE("Setting world matrix %d\n", matrix
);
3801 if (matrix
>= gl_info
->limits
.blends
)
3803 WARN("Unsupported blend matrix set\n");
3807 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3810 /* GL_MODELVIEW0_ARB: 0x1700
3811 * GL_MODELVIEW1_ARB: 0x850a
3812 * GL_MODELVIEW2_ARB: 0x8722
3813 * GL_MODELVIEW3_ARB: 0x8723
3815 * GL_MODELVIEW31_ARB: 0x873f
3817 if(matrix
== 1) glMat
= GL_MODELVIEW1_ARB
;
3818 else glMat
= GL_MODELVIEW2_ARB
- 2 + matrix
;
3820 gl_info
->gl_ops
.gl
.p_glMatrixMode(glMat
);
3821 checkGLcall("glMatrixMode(glMat)");
3823 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3824 * matrices while gl uses only 2. To avoid weighting the view matrix
3825 * incorrectly it has to be multiplied into every GL modelview matrix. */
3826 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
].u
.m
[0][0]);
3827 checkGLcall("glLoadMatrixf");
3828 gl_info
->gl_ops
.gl
.p_glMultMatrixf(&state
->transforms
[WINED3D_TS_WORLD_MATRIX(matrix
)].u
.m
[0][0]);
3829 checkGLcall("glMultMatrixf");
3832 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3834 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3835 static unsigned int once
;
3837 if (f
== WINED3D_VBF_DISABLE
)
3840 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3841 else WARN("Vertex blend flags %#x not supported.\n", f
);
3844 static void state_vertexblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3846 enum wined3d_vertex_blend_flags val
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3847 struct wined3d_device
*device
= context
->swapchain
->device
;
3848 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3849 static unsigned int once
;
3853 case WINED3D_VBF_1WEIGHTS
:
3854 case WINED3D_VBF_2WEIGHTS
:
3855 case WINED3D_VBF_3WEIGHTS
:
3856 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_BLEND_ARB
);
3857 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3859 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3860 * This is enabled at context creation with enabling
3861 * GL_WEIGHT_SUM_UNITY_ARB. */
3862 GL_EXTCALL(glVertexBlendARB(state
->render_states
[WINED3D_RS_VERTEXBLEND
] + 1));
3864 if (!device
->vertexBlendUsed
)
3867 for (i
= 1; i
< gl_info
->limits
.blends
; ++i
)
3869 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
))))
3870 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
)));
3872 device
->vertexBlendUsed
= TRUE
;
3876 case WINED3D_VBF_TWEENING
:
3877 case WINED3D_VBF_0WEIGHTS
: /* Indexed vertex blending, not supported. */
3878 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", val
);
3879 else WARN("Vertex blend flags %#x not supported.\n", val
);
3881 case WINED3D_VBF_DISABLE
:
3882 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_BLEND_ARB
);
3883 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3888 void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3890 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3891 const struct wined3d_light_info
*light
= NULL
;
3894 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3895 * NOTE: We have to reset the positions even if the light/plane is not currently
3896 * enabled, since the call to enable it will not reset the position.
3897 * NOTE2: Apparently texture transforms do NOT need reapplying
3900 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3901 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3902 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
].u
.m
[0][0]);
3903 checkGLcall("glLoadMatrixf(...)");
3905 /* Reset lights. TODO: Call light apply func */
3906 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3908 if (!(light
= state
->lights
[k
]))
3910 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, light
->lightPosn
);
3911 checkGLcall("glLightfv posn");
3912 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, light
->lightDirn
);
3913 checkGLcall("glLightfv dirn");
3916 /* Reset Clipping Planes */
3917 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
3919 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3920 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3923 if (context
->last_was_rhw
)
3925 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3926 checkGLcall("glLoadIdentity()");
3927 /* No need to update the world matrix, the identity is fine */
3931 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3932 * No need to do it here if the state is scheduled for update. */
3933 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3934 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3936 /* Avoid looping over a number of matrices if the app never used the functionality */
3937 if (context
->swapchain
->device
->vertexBlendUsed
)
3939 for (k
= 1; k
< gl_info
->limits
.blends
; ++k
)
3941 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
))))
3942 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
)));
3947 void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3949 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3951 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3952 checkGLcall("glMatrixMode(GL_PROJECTION)");
3954 /* There are a couple of additional things we have to take into account
3955 * here besides the projection transformation itself:
3956 * - We need to flip along the y-axis in case of offscreen rendering.
3957 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3958 * - D3D coordinates refer to pixel centers while GL coordinates refer
3960 * - D3D has a top-left filling convention. We need to maintain this
3961 * even after the y-flip mentioned above.
3962 * In order to handle the last two points, we translate by
3963 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3964 * translating slightly less than half a pixel. We want the difference to
3965 * be large enough that it doesn't get lost due to rounding inside the
3966 * driver, but small enough to prevent it from interfering with any
3969 if (context
->last_was_rhw
)
3971 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3972 double x
= state
->viewport
.x
;
3973 double y
= state
->viewport
.y
;
3974 double w
= state
->viewport
.width
;
3975 double h
= state
->viewport
.height
;
3976 double x_scale
= 2.0 / w
;
3977 double x_offset
= ((63.0 / 64.0) - (2.0 * x
) - w
) / w
;
3978 double y_scale
= context
->render_offscreen
? 2.0 / h
: 2.0 / -h
;
3979 double y_offset
= context
->render_offscreen
3980 ? ((63.0 / 64.0) - (2.0 * y
) - h
) / h
3981 : ((63.0 / 64.0) - (2.0 * y
) - h
) / -h
;
3982 const GLdouble projection
[] =
3984 x_scale
, 0.0, 0.0, 0.0,
3985 0.0, y_scale
, 0.0, 0.0,
3987 x_offset
, y_offset
, -1.0, 1.0,
3990 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
3991 checkGLcall("glLoadMatrixd");
3995 double y_scale
= context
->render_offscreen
? -1.0 : 1.0;
3996 double x_offset
= (63.0 / 64.0) / state
->viewport
.width
;
3997 double y_offset
= context
->render_offscreen
3998 ? (63.0 / 64.0) / state
->viewport
.height
3999 : -(63.0 / 64.0) / state
->viewport
.height
;
4000 const GLdouble projection
[] =
4003 0.0, y_scale
, 0.0, 0.0,
4005 x_offset
, y_offset
, -1.0, 1.0,
4008 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
4009 checkGLcall("glLoadMatrixd");
4011 gl_info
->gl_ops
.gl
.p_glMultMatrixf(&state
->transforms
[WINED3D_TS_PROJECTION
].u
.m
[0][0]);
4012 checkGLcall("glLoadMatrixf");
4016 /* This should match any arrays loaded in load_vertex_data.
4017 * TODO: Only load / unload arrays if we have to. */
4018 static void unload_vertex_data(const struct wined3d_gl_info
*gl_info
)
4020 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
4021 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
4022 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
4023 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4024 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
4025 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4026 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB
);
4027 unload_tex_coords(gl_info
);
4030 static inline void unload_numbered_array(struct wined3d_context
*context
, int i
)
4032 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4034 GL_EXTCALL(glDisableVertexAttribArrayARB(i
));
4035 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4036 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4037 GL_EXTCALL(glVertexAttribDivisorARB(i
, 0));
4039 context
->numbered_array_mask
&= ~(1 << i
);
4042 /* This should match any arrays loaded in loadNumberedArrays
4043 * TODO: Only load / unload arrays if we have to. */
4044 static void unload_numbered_arrays(struct wined3d_context
*context
)
4046 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4049 for (i
= 0; i
< context
->gl_info
->limits
.vertex_attribs
; ++i
) {
4050 unload_numbered_array(context
, i
);
4054 static void load_numbered_arrays(struct wined3d_context
*context
,
4055 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
4057 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4058 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4061 /* Default to no instancing */
4062 context
->instance_count
= 0;
4064 for (i
= 0; i
< MAX_ATTRIBS
; i
++)
4066 const struct wined3d_stream_state
*stream
;
4068 if (!(stream_info
->use_map
& (1 << i
)))
4070 if (context
->numbered_array_mask
& (1 << i
))
4071 unload_numbered_array(context
, i
);
4072 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.input_registers
& (1 << i
))
4073 GL_EXTCALL(glVertexAttrib4fARB(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
4077 stream
= &state
->streams
[stream_info
->elements
[i
].stream_idx
];
4079 if (stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
4081 if (!context
->instance_count
)
4082 context
->instance_count
= state
->streams
[0].frequency
? state
->streams
[0].frequency
: 1;
4084 if (!gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4086 /* Unload instanced arrays, they will be loaded using
4087 * immediate mode instead. */
4088 if (context
->numbered_array_mask
& (1 << i
))
4089 unload_numbered_array(context
, i
);
4093 GL_EXTCALL(glVertexAttribDivisorARB(i
, 1));
4095 else if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4097 GL_EXTCALL(glVertexAttribDivisorARB(i
, 0));
4100 TRACE_(d3d_shader
)("Loading array %u [VBO=%u]\n", i
, stream_info
->elements
[i
].data
.buffer_object
);
4102 if (stream_info
->elements
[i
].stride
)
4104 if (curVBO
!= stream_info
->elements
[i
].data
.buffer_object
)
4106 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, stream_info
->elements
[i
].data
.buffer_object
));
4107 checkGLcall("glBindBufferARB");
4108 curVBO
= stream_info
->elements
[i
].data
.buffer_object
;
4110 /* Use the VBO to find out if a vertex buffer exists, not the vb
4111 * pointer. vb can point to a user pointer data blob. In that case
4112 * curVBO will be 0. If there is a vertex buffer but no vbo we
4113 * won't be load converted attributes anyway. */
4114 GL_EXTCALL(glVertexAttribPointerARB(i
, stream_info
->elements
[i
].format
->gl_vtx_format
,
4115 stream_info
->elements
[i
].format
->gl_vtx_type
,
4116 stream_info
->elements
[i
].format
->gl_normalized
,
4117 stream_info
->elements
[i
].stride
, stream_info
->elements
[i
].data
.addr
4118 + state
->load_base_vertex_index
* stream_info
->elements
[i
].stride
));
4120 if (!(context
->numbered_array_mask
& (1 << i
)))
4122 GL_EXTCALL(glEnableVertexAttribArrayARB(i
));
4123 context
->numbered_array_mask
|= (1 << i
);
4128 /* Stride = 0 means always the same values.
4129 * glVertexAttribPointerARB doesn't do that. Instead disable the
4130 * pointer and set up the attribute statically. But we have to
4131 * figure out the system memory address. */
4132 const BYTE
*ptr
= stream_info
->elements
[i
].data
.addr
;
4133 if (stream_info
->elements
[i
].data
.buffer_object
)
4135 ptr
+= (ULONG_PTR
)buffer_get_sysmem(stream
->buffer
, context
);
4138 if (context
->numbered_array_mask
& (1 << i
)) unload_numbered_array(context
, i
);
4140 switch (stream_info
->elements
[i
].format
->id
)
4142 case WINED3DFMT_R32_FLOAT
:
4143 GL_EXTCALL(glVertexAttrib1fvARB(i
, (const GLfloat
*)ptr
));
4145 case WINED3DFMT_R32G32_FLOAT
:
4146 GL_EXTCALL(glVertexAttrib2fvARB(i
, (const GLfloat
*)ptr
));
4148 case WINED3DFMT_R32G32B32_FLOAT
:
4149 GL_EXTCALL(glVertexAttrib3fvARB(i
, (const GLfloat
*)ptr
));
4151 case WINED3DFMT_R32G32B32A32_FLOAT
:
4152 GL_EXTCALL(glVertexAttrib4fvARB(i
, (const GLfloat
*)ptr
));
4155 case WINED3DFMT_R8G8B8A8_UINT
:
4156 GL_EXTCALL(glVertexAttrib4NubvARB(i
, ptr
));
4158 case WINED3DFMT_B8G8R8A8_UNORM
:
4159 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
4161 const DWORD
*src
= (const DWORD
*)ptr
;
4162 DWORD c
= *src
& 0xff00ff00;
4163 c
|= (*src
& 0xff0000) >> 16;
4164 c
|= (*src
& 0xff) << 16;
4165 GL_EXTCALL(glVertexAttrib4NubvARB(i
, (GLubyte
*)&c
));
4168 /* else fallthrough */
4169 case WINED3DFMT_R8G8B8A8_UNORM
:
4170 GL_EXTCALL(glVertexAttrib4NubvARB(i
, ptr
));
4173 case WINED3DFMT_R16G16_SINT
:
4174 GL_EXTCALL(glVertexAttrib4svARB(i
, (const GLshort
*)ptr
));
4176 case WINED3DFMT_R16G16B16A16_SINT
:
4177 GL_EXTCALL(glVertexAttrib4svARB(i
, (const GLshort
*)ptr
));
4180 case WINED3DFMT_R16G16_SNORM
:
4182 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
4183 GL_EXTCALL(glVertexAttrib4NsvARB(i
, s
));
4186 case WINED3DFMT_R16G16_UNORM
:
4188 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
4189 GL_EXTCALL(glVertexAttrib4NusvARB(i
, s
));
4192 case WINED3DFMT_R16G16B16A16_SNORM
:
4193 GL_EXTCALL(glVertexAttrib4NsvARB(i
, (const GLshort
*)ptr
));
4195 case WINED3DFMT_R16G16B16A16_UNORM
:
4196 GL_EXTCALL(glVertexAttrib4NusvARB(i
, (const GLushort
*)ptr
));
4199 case WINED3DFMT_R10G10B10A2_UINT
:
4200 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4201 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4203 case WINED3DFMT_R10G10B10A2_SNORM
:
4204 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4205 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4208 case WINED3DFMT_R16G16_FLOAT
:
4209 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4210 * byte float according to the IEEE standard
4212 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4214 case WINED3DFMT_R16G16B16A16_FLOAT
:
4215 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4219 ERR("Unexpected declaration in stride 0 attributes\n");
4225 checkGLcall("Loading numbered arrays");
4228 static void load_vertex_data(struct wined3d_context
*context
,
4229 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
4231 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4232 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4233 const struct wined3d_stream_info_element
*e
;
4235 TRACE("Using fast vertex array code\n");
4237 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4238 context
->instance_count
= 0;
4240 /* Blend Data ---------------------------------------------- */
4241 if ((si
->use_map
& (1 << WINED3D_FFP_BLENDWEIGHT
))
4242 || si
->use_map
& (1 << WINED3D_FFP_BLENDINDICES
))
4244 e
= &si
->elements
[WINED3D_FFP_BLENDWEIGHT
];
4246 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4248 TRACE("Blend %u %p %u\n", e
->format
->component_count
,
4249 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
, e
->stride
);
4251 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB
);
4252 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4254 GL_EXTCALL(glVertexBlendARB(e
->format
->component_count
+ 1));
4256 if (curVBO
!= e
->data
.buffer_object
)
4258 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4259 checkGLcall("glBindBufferARB");
4260 curVBO
= e
->data
.buffer_object
;
4263 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4264 e
->format
->gl_vtx_format
,
4265 e
->format
->gl_vtx_type
,
4267 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4268 GL_EXTCALL(glWeightPointerARB(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4269 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4271 checkGLcall("glWeightPointerARB");
4273 if (si
->use_map
& (1 << WINED3D_FFP_BLENDINDICES
))
4278 FIXME("blendMatrixIndices support\n");
4283 /* TODO: support blends in drawStridedSlow
4284 * No need to write a FIXME here, this is done after the general vertex decl decoding
4286 WARN("unsupported blending in openGl\n");
4291 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4293 static const GLbyte one
= 1;
4294 GL_EXTCALL(glWeightbvARB(1, &one
));
4295 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4299 /* Point Size ----------------------------------------------*/
4300 if (si
->use_map
& (1 << WINED3D_FFP_PSIZE
))
4302 /* no such functionality in the fixed function GL pipeline */
4303 TRACE("Cannot change ptSize here in openGl\n");
4304 /* TODO: Implement this function in using shaders if they are available */
4307 /* Vertex Pointers -----------------------------------------*/
4308 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
4310 e
= &si
->elements
[WINED3D_FFP_POSITION
];
4312 if (curVBO
!= e
->data
.buffer_object
)
4314 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4315 checkGLcall("glBindBufferARB");
4316 curVBO
= e
->data
.buffer_object
;
4319 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4320 e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4321 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4322 gl_info
->gl_ops
.gl
.p_glVertexPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4323 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4324 checkGLcall("glVertexPointer(...)");
4325 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
4326 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4329 /* Normals -------------------------------------------------*/
4330 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
4332 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
4334 if (curVBO
!= e
->data
.buffer_object
)
4336 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4337 checkGLcall("glBindBufferARB");
4338 curVBO
= e
->data
.buffer_object
;
4341 TRACE("glNormalPointer(%#x, %#x, %p);\n", e
->format
->gl_vtx_type
, e
->stride
,
4342 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4343 gl_info
->gl_ops
.gl
.p_glNormalPointer(e
->format
->gl_vtx_type
, e
->stride
,
4344 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4345 checkGLcall("glNormalPointer(...)");
4346 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
4347 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4352 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
4353 checkGLcall("glNormal3f(0, 0, 0)");
4356 /* Diffuse Colour --------------------------------------------*/
4357 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
4359 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4361 if (curVBO
!= e
->data
.buffer_object
)
4363 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4364 checkGLcall("glBindBufferARB");
4365 curVBO
= e
->data
.buffer_object
;
4368 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4369 e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4370 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4371 gl_info
->gl_ops
.gl
.p_glColorPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4372 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4373 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4374 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
4375 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4380 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4381 checkGLcall("glColor4f(1, 1, 1, 1)");
4384 /* Specular Colour ------------------------------------------*/
4385 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
4387 TRACE("setting specular colour\n");
4389 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4391 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4393 GLenum type
= e
->format
->gl_vtx_type
;
4394 GLint format
= e
->format
->gl_vtx_format
;
4396 if (curVBO
!= e
->data
.buffer_object
)
4398 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4399 checkGLcall("glBindBufferARB");
4400 curVBO
= e
->data
.buffer_object
;
4403 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
4405 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4406 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4407 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4408 * 4 component secondary colors use it
4410 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
,
4411 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4412 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
,
4413 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4414 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4420 case GL_UNSIGNED_BYTE
:
4421 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
,
4422 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4423 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
,
4424 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4425 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4429 FIXME("Add 4 component specular color pointers for type %x\n", type
);
4430 /* Make sure that the right color component is dropped */
4431 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
,
4432 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4433 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
,
4434 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4435 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4438 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
4439 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4443 WARN("Specular colour is not supported in this GL implementation.\n");
4448 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4450 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
4451 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4455 WARN("Specular colour is not supported in this GL implementation.\n");
4459 /* Texture coords -------------------------------------------*/
4460 load_tex_coords(context
, si
, &curVBO
, state
);
4463 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4465 BOOL load_numbered
= use_vs(state
) && !context
->use_immediate_mode_draw
;
4466 BOOL load_named
= !use_vs(state
) && !context
->use_immediate_mode_draw
;
4468 if (isStateDirty(context
, STATE_VDECL
)) return;
4469 if (context
->numberedArraysLoaded
&& !load_numbered
)
4471 unload_numbered_arrays(context
);
4472 context
->numberedArraysLoaded
= FALSE
;
4473 context
->numbered_array_mask
= 0;
4475 else if (context
->namedArraysLoaded
)
4477 unload_vertex_data(context
->gl_info
);
4478 context
->namedArraysLoaded
= FALSE
;
4483 TRACE("Loading numbered arrays\n");
4484 load_numbered_arrays(context
, &context
->stream_info
, state
);
4485 context
->numberedArraysLoaded
= TRUE
;
4487 else if (load_named
)
4489 TRACE("Loading vertex data\n");
4490 load_vertex_data(context
, &context
->stream_info
, state
);
4491 context
->namedArraysLoaded
= TRUE
;
4495 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4497 if (isStateDirty(context
, STATE_STREAMSRC
))
4499 streamsrc(context
, state
, STATE_STREAMSRC
);
4502 void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4504 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4505 BOOL useVertexShaderFunction
= use_vs(state
);
4506 BOOL updateFog
= FALSE
;
4508 BOOL wasrhw
= context
->last_was_rhw
;
4511 transformed
= context
->stream_info
.position_transformed
;
4512 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
4515 context
->last_was_rhw
= transformed
;
4517 /* Don't have to apply the matrices when vertex shaders are used. When
4518 * vshaders are turned off this function will be called again anyway to
4519 * make sure they're properly set. */
4520 if (!useVertexShaderFunction
)
4522 /* TODO: Move this mainly to the viewport state and only apply when
4523 * the vp has changed or transformed / untransformed was switched. */
4524 if (wasrhw
!= context
->last_was_rhw
4525 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
))
4526 && !isStateDirty(context
, STATE_VIEWPORT
))
4527 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4528 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4531 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4532 * this check will fail and the matrix not applied again. This is OK because a simple
4533 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4534 * needs of the vertex declaration.
4536 * World and view matrix go into the same gl matrix, so only apply them when neither is
4539 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4540 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
4541 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4542 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_COLORVERTEX
)))
4543 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_COLORVERTEX
));
4544 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
4545 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
4547 if (context
->last_was_vshader
)
4551 if (!context
->d3d_info
->vs_clipping
4552 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
4554 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
4557 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4559 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4562 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
4563 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
4567 if(!context
->last_was_vshader
) {
4568 static BOOL warned
= FALSE
;
4569 if (!context
->d3d_info
->vs_clipping
)
4571 /* Disable all clip planes to get defined results on all drivers. See comment in the
4572 * state_clipping state handler
4574 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4576 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
+ i
);
4577 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4580 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4582 FIXME("Clipping not supported with vertex shaders\n");
4588 /* Apply the transform matrices when switching from rhw
4589 * drawing to vertex shaders. Vertex shaders themselves do
4590 * not need it, but the matrices are not reapplied
4591 * automatically when switching back from vertex shaders to
4592 * fixed function processing. So make sure we leave the fixed
4593 * function vertex processing states back in a sane state
4594 * before switching to shaders. */
4595 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4596 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4597 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4598 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4602 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4603 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4604 * device->vs_clipping is false.
4606 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4608 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4613 context
->last_was_vshader
= useVertexShaderFunction
;
4614 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
4617 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
4619 if (!useVertexShaderFunction
)
4623 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4625 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
4626 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
4629 if (use_ps(state
) && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
4630 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
4631 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
4634 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_RENDER(WINED3D_RS_ZENABLE
)))
4635 state_zenable(context
, state
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4638 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4640 const struct wined3d_surface
*target
= state
->fb
->render_targets
[0];
4641 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4642 struct wined3d_viewport vp
= state
->viewport
;
4644 if (vp
.width
> target
->resource
.width
)
4645 vp
.width
= target
->resource
.width
;
4646 if (vp
.height
> target
->resource
.height
)
4647 vp
.height
= target
->resource
.height
;
4649 gl_info
->gl_ops
.gl
.p_glDepthRange(vp
.min_z
, vp
.max_z
);
4650 checkGLcall("glDepthRange");
4651 /* Note: GL requires lower left, DirectX supplies upper left. This is
4652 * reversed when using offscreen rendering. */
4653 if (context
->render_offscreen
)
4655 gl_info
->gl_ops
.gl
.p_glViewport(vp
.x
, vp
.y
, vp
.width
, vp
.height
);
4661 target
->get_drawable_size(context
, &width
, &height
);
4662 gl_info
->gl_ops
.gl
.p_glViewport(vp
.x
, (height
- (vp
.y
+ vp
.height
)),
4663 vp
.width
, vp
.height
);
4665 checkGLcall("glViewport");
4668 void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4670 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4671 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4672 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
4673 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4674 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
4675 /* Update the position fixup. */
4676 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
4679 void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4681 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4682 UINT Index
= state_id
- STATE_ACTIVELIGHT(0);
4683 const struct wined3d_light_info
*lightInfo
= state
->lights
[Index
];
4687 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4688 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4693 float colRGBA
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
4695 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4696 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
4697 gl_info
->gl_ops
.gl
.p_glPushMatrix();
4698 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
].u
.m
[0][0]);
4701 colRGBA
[0] = lightInfo
->OriginalParms
.diffuse
.r
;
4702 colRGBA
[1] = lightInfo
->OriginalParms
.diffuse
.g
;
4703 colRGBA
[2] = lightInfo
->OriginalParms
.diffuse
.b
;
4704 colRGBA
[3] = lightInfo
->OriginalParms
.diffuse
.a
;
4705 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, colRGBA
);
4706 checkGLcall("glLightfv");
4709 colRGBA
[0] = lightInfo
->OriginalParms
.specular
.r
;
4710 colRGBA
[1] = lightInfo
->OriginalParms
.specular
.g
;
4711 colRGBA
[2] = lightInfo
->OriginalParms
.specular
.b
;
4712 colRGBA
[3] = lightInfo
->OriginalParms
.specular
.a
;
4713 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, colRGBA
);
4714 checkGLcall("glLightfv");
4717 colRGBA
[0] = lightInfo
->OriginalParms
.ambient
.r
;
4718 colRGBA
[1] = lightInfo
->OriginalParms
.ambient
.g
;
4719 colRGBA
[2] = lightInfo
->OriginalParms
.ambient
.b
;
4720 colRGBA
[3] = lightInfo
->OriginalParms
.ambient
.a
;
4721 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, colRGBA
);
4722 checkGLcall("glLightfv");
4724 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4725 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4727 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4729 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4730 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4731 * Attenuation0 to NaN and crashes in the gl lib
4734 switch (lightInfo
->OriginalParms
.type
)
4736 case WINED3D_LIGHT_POINT
:
4738 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->lightPosn
[0]);
4739 checkGLcall("glLightfv");
4740 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4741 checkGLcall("glLightf");
4742 /* Attenuation - Are these right? guessing... */
4743 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4744 lightInfo
->OriginalParms
.attenuation0
);
4745 checkGLcall("glLightf");
4746 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4747 lightInfo
->OriginalParms
.attenuation1
);
4748 checkGLcall("glLightf");
4749 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4750 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4751 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4752 checkGLcall("glLightf");
4756 case WINED3D_LIGHT_SPOT
:
4758 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->lightPosn
[0]);
4759 checkGLcall("glLightfv");
4761 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->lightDirn
[0]);
4762 checkGLcall("glLightfv");
4763 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4764 checkGLcall("glLightf");
4765 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4766 checkGLcall("glLightf");
4767 /* Attenuation - Are these right? guessing... */
4768 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4769 lightInfo
->OriginalParms
.attenuation0
);
4770 checkGLcall("glLightf");
4771 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4772 lightInfo
->OriginalParms
.attenuation1
);
4773 checkGLcall("glLightf");
4774 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4775 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4776 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4777 checkGLcall("glLightf");
4781 case WINED3D_LIGHT_DIRECTIONAL
:
4783 /* Note GL uses w position of 0 for direction! */
4784 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->lightPosn
[0]);
4785 checkGLcall("glLightfv");
4786 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4787 checkGLcall("glLightf");
4788 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4789 checkGLcall("glLightf");
4793 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4796 /* Restore the modelview matrix */
4797 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4799 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4800 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4804 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4806 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4807 const RECT
*r
= &state
->scissor_rect
;
4809 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4810 * so our viewport correction does not apply. Warning2: Even in windowed
4811 * mode the coords are relative to the window, not the screen. */
4812 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r
));
4814 if (context
->render_offscreen
)
4816 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, r
->top
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4820 const struct wined3d_surface
*target
= state
->fb
->render_targets
[0];
4824 target
->get_drawable_size(context
, &width
, &height
);
4825 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, height
- r
->bottom
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4827 checkGLcall("glScissor");
4830 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4832 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4833 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4835 if (!state
->index_buffer
|| !stream_info
->all_vbo
)
4837 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB
, 0));
4841 struct wined3d_buffer
*ib
= state
->index_buffer
;
4842 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB
, ib
->buffer_object
));
4846 static void frontface(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4848 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4850 if (context
->render_offscreen
)
4852 gl_info
->gl_ops
.gl
.p_glFrontFace(GL_CCW
);
4853 checkGLcall("glFrontFace(GL_CCW)");
4857 gl_info
->gl_ops
.gl
.p_glFrontFace(GL_CW
);
4858 checkGLcall("glFrontFace(GL_CW)");
4862 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4868 WARN("Point sprite coordinate origin switching not supported.\n");
4873 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4875 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4876 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4878 if (gl_info
->supported
[NV_POINT_SPRITE
])
4880 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4881 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4885 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4887 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4888 const struct wined3d_surface
*rt
= state
->fb
->render_targets
[0];
4890 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4892 if (state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
]
4893 && rt
->resource
.format
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
4894 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
4896 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
4899 const struct StateEntryTemplate misc_state_template
[] = {
4900 { STATE_RENDER(WINED3D_RS_SRCBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4901 { STATE_RENDER(WINED3D_RS_DESTBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4902 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4903 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4904 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4905 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4906 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4907 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4908 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4909 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4910 { STATE_STREAMSRC
, { STATE_STREAMSRC
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4911 { STATE_VDECL
, { STATE_VDECL
, vdecl_miscpart
}, WINED3D_GL_EXT_NONE
},
4912 { STATE_FRONTFACE
, { STATE_FRONTFACE
, frontface
}, WINED3D_GL_EXT_NONE
},
4913 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
4914 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin
}, WINED3D_GL_VERSION_2_0
},
4915 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin_w
}, WINED3D_GL_EXT_NONE
},
4917 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4918 * vshader loadings are untied from each other
4920 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4921 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4922 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4923 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4924 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4925 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4926 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4927 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4928 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4929 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4930 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4931 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4932 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4933 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4934 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4935 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4936 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4937 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4938 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4939 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4940 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4941 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4942 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4943 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4944 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4945 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4946 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4947 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4948 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4949 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4950 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4951 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4952 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4953 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4954 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4955 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4956 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4957 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4958 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4959 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4960 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4961 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4962 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4963 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4964 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4965 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4966 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4967 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4969 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
4970 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
4971 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, state_nop
}, WINED3D_GL_EXT_NONE
},
4972 { STATE_RENDER(WINED3D_RS_ANTIALIAS
), { STATE_RENDER(WINED3D_RS_ANTIALIAS
), state_antialias
}, WINED3D_GL_EXT_NONE
},
4973 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), state_perspective
}, WINED3D_GL_EXT_NONE
},
4974 { STATE_RENDER(WINED3D_RS_ZENABLE
), { STATE_RENDER(WINED3D_RS_ZENABLE
), state_zenable
}, WINED3D_GL_EXT_NONE
},
4975 { STATE_RENDER(WINED3D_RS_WRAPU
), { STATE_RENDER(WINED3D_RS_WRAPU
), state_wrapu
}, WINED3D_GL_EXT_NONE
},
4976 { STATE_RENDER(WINED3D_RS_WRAPV
), { STATE_RENDER(WINED3D_RS_WRAPV
), state_wrapv
}, WINED3D_GL_EXT_NONE
},
4977 { STATE_RENDER(WINED3D_RS_FILLMODE
), { STATE_RENDER(WINED3D_RS_FILLMODE
), state_fillmode
}, WINED3D_GL_EXT_NONE
},
4978 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
4979 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_EXT_NONE
},
4980 { STATE_RENDER(WINED3D_RS_MONOENABLE
), { STATE_RENDER(WINED3D_RS_MONOENABLE
), state_monoenable
}, WINED3D_GL_EXT_NONE
},
4981 { STATE_RENDER(WINED3D_RS_ROP2
), { STATE_RENDER(WINED3D_RS_ROP2
), state_rop2
}, WINED3D_GL_EXT_NONE
},
4982 { STATE_RENDER(WINED3D_RS_PLANEMASK
), { STATE_RENDER(WINED3D_RS_PLANEMASK
), state_planemask
}, WINED3D_GL_EXT_NONE
},
4983 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), state_zwritenable
}, WINED3D_GL_EXT_NONE
},
4984 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha
}, WINED3D_GL_EXT_NONE
},
4985 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4986 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4987 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4988 { STATE_RENDER(WINED3D_RS_LASTPIXEL
), { STATE_RENDER(WINED3D_RS_LASTPIXEL
), state_lastpixel
}, WINED3D_GL_EXT_NONE
},
4989 { STATE_RENDER(WINED3D_RS_CULLMODE
), { STATE_RENDER(WINED3D_RS_CULLMODE
), state_cullmode
}, WINED3D_GL_EXT_NONE
},
4990 { STATE_RENDER(WINED3D_RS_ZFUNC
), { STATE_RENDER(WINED3D_RS_ZFUNC
), state_zfunc
}, WINED3D_GL_EXT_NONE
},
4991 { STATE_RENDER(WINED3D_RS_DITHERENABLE
), { STATE_RENDER(WINED3D_RS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
4992 { STATE_RENDER(WINED3D_RS_SUBPIXEL
), { STATE_RENDER(WINED3D_RS_SUBPIXEL
), state_subpixel
}, WINED3D_GL_EXT_NONE
},
4993 { STATE_RENDER(WINED3D_RS_SUBPIXELX
), { STATE_RENDER(WINED3D_RS_SUBPIXELX
), state_subpixelx
}, WINED3D_GL_EXT_NONE
},
4994 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), state_stippledalpha
}, WINED3D_GL_EXT_NONE
},
4995 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), state_stippleenable
}, WINED3D_GL_EXT_NONE
},
4996 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), state_mipmaplodbias
}, WINED3D_GL_EXT_NONE
},
4997 { STATE_RENDER(WINED3D_RS_ANISOTROPY
), { STATE_RENDER(WINED3D_RS_ANISOTROPY
), state_anisotropy
}, WINED3D_GL_EXT_NONE
},
4998 { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), state_flushbatch
}, WINED3D_GL_EXT_NONE
},
4999 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),state_translucentsi
}, WINED3D_GL_EXT_NONE
},
5000 { STATE_RENDER(WINED3D_RS_STENCILENABLE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5001 { STATE_RENDER(WINED3D_RS_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5002 { STATE_RENDER(WINED3D_RS_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5003 { STATE_RENDER(WINED3D_RS_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5004 { STATE_RENDER(WINED3D_RS_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5005 { STATE_RENDER(WINED3D_RS_STENCILREF
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5006 { STATE_RENDER(WINED3D_RS_STENCILMASK
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5007 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite2s
}, EXT_STENCIL_TWO_SIDE
},
5008 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite
}, WINED3D_GL_EXT_NONE
},
5009 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5010 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5011 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5012 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5013 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5014 { STATE_RENDER(WINED3D_RS_WRAP0
), { STATE_RENDER(WINED3D_RS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5015 { STATE_RENDER(WINED3D_RS_WRAP1
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5016 { STATE_RENDER(WINED3D_RS_WRAP2
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5017 { STATE_RENDER(WINED3D_RS_WRAP3
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5018 { STATE_RENDER(WINED3D_RS_WRAP4
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5019 { STATE_RENDER(WINED3D_RS_WRAP5
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5020 { STATE_RENDER(WINED3D_RS_WRAP6
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5021 { STATE_RENDER(WINED3D_RS_WRAP7
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5022 { STATE_RENDER(WINED3D_RS_WRAP8
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5023 { STATE_RENDER(WINED3D_RS_WRAP9
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5024 { STATE_RENDER(WINED3D_RS_WRAP10
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5025 { STATE_RENDER(WINED3D_RS_WRAP11
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5026 { STATE_RENDER(WINED3D_RS_WRAP12
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5027 { STATE_RENDER(WINED3D_RS_WRAP13
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5028 { STATE_RENDER(WINED3D_RS_WRAP14
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5029 { STATE_RENDER(WINED3D_RS_WRAP15
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5030 { STATE_RENDER(WINED3D_RS_EXTENTS
), { STATE_RENDER(WINED3D_RS_EXTENTS
), state_extents
}, WINED3D_GL_EXT_NONE
},
5031 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), state_ckeyblend
}, WINED3D_GL_EXT_NONE
},
5032 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), state_swvp
}, WINED3D_GL_EXT_NONE
},
5033 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), state_patchedgestyle
}, WINED3D_GL_EXT_NONE
},
5034 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), state_patchsegments
}, WINED3D_GL_EXT_NONE
},
5035 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), state_positiondegree
}, WINED3D_GL_EXT_NONE
},
5036 { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), state_normaldegree
}, WINED3D_GL_EXT_NONE
},
5037 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5038 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5039 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5040 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5041 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5042 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5043 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_nvdb
}, EXT_DEPTH_BOUNDS_TEST
},
5044 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_tessellation
}, WINED3D_GL_EXT_NONE
},
5045 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
5046 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
5047 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), state_multisampmask
}, WINED3D_GL_EXT_NONE
},
5048 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), state_debug_monitor
}, WINED3D_GL_EXT_NONE
},
5049 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite0
}, EXT_DRAW_BUFFERS2
},
5050 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite
}, WINED3D_GL_EXT_NONE
},
5051 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop
}, EXT_BLEND_MINMAX
},
5052 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop_w
}, WINED3D_GL_EXT_NONE
},
5053 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), state_scissor
}, WINED3D_GL_EXT_NONE
},
5054 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), NULL
}, WINED3D_GL_EXT_NONE
},
5055 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), state_colorwrite1
}, EXT_DRAW_BUFFERS2
},
5056 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5057 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), state_colorwrite2
}, EXT_DRAW_BUFFERS2
},
5058 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5059 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), state_colorwrite3
}, EXT_DRAW_BUFFERS2
},
5060 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), state_blendfactor
}, EXT_BLEND_COLOR
},
5062 { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), state_blendfactor_w
}, WINED3D_GL_EXT_NONE
},
5063 { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), state_depthbias
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_RENDER(WINED3D_RS_ZVISIBLE
), { STATE_RENDER(WINED3D_RS_ZVISIBLE
), state_zvisible
}, WINED3D_GL_EXT_NONE
},
5066 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
5068 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
5069 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
5070 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
5071 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
5072 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
5073 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
5074 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
5075 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
5076 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
5077 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
5078 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
5079 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
5080 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
5081 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
5082 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
5084 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
5085 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
5086 { STATE_BASEVERTEXINDEX
, { STATE_BASEVERTEXINDEX
, state_nop
, }, ARB_DRAW_ELEMENTS_BASE_VERTEX
},
5087 { STATE_BASEVERTEXINDEX
, { STATE_STREAMSRC
, NULL
, }, WINED3D_GL_EXT_NONE
},
5088 { STATE_FRAMEBUFFER
, { STATE_FRAMEBUFFER
, context_state_fb
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), context_state_drawbuf
},WINED3D_GL_EXT_NONE
},
5090 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), state_geometry_shader
}, WINED3D_GL_EXT_NONE
},
5091 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5094 const struct StateEntryTemplate vp_ffp_states
[] =
5096 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
5097 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
5098 { STATE_MATERIAL
, { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5099 { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
5101 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
5102 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
5103 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
5104 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
5105 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
5106 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
5107 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
5108 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
5109 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
5110 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
5111 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
5112 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
5113 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
5114 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
5115 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
5116 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
5117 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
5118 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
5119 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
5120 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
5121 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
5122 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
5123 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
5124 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
5125 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
5126 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
5127 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
5128 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
5129 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
5130 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
5131 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
5132 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
5134 { STATE_LIGHT_TYPE
, { STATE_LIGHT_TYPE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5135 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
5136 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
5137 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
5138 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
5139 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
5140 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
5141 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
5142 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
5144 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
5145 /* Transform states follow */
5146 { STATE_TRANSFORM(WINED3D_TS_VIEW
), { STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
5147 { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
5148 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5149 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5150 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5151 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5152 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5153 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5154 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5155 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5156 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
5157 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5158 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5159 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5160 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5161 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5162 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5163 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5164 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5165 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5166 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5167 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5168 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5169 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5170 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5171 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5172 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5173 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5174 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5175 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5176 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5177 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5178 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5179 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5180 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5181 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5182 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5183 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5184 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5185 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5186 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5187 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5188 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5189 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5190 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5191 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5192 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5193 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5194 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5195 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5196 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5197 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5198 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5199 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5200 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5201 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5202 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5203 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5204 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5205 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5206 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5207 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5208 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5209 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5210 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5211 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5212 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5213 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5214 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5215 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5216 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5217 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5218 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5219 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5220 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5221 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5222 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5223 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5224 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5225 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5226 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5227 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5228 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5229 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5230 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5412 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5413 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5414 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5415 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5416 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5417 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5418 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5419 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5420 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5421 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5422 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5423 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5424 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5425 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5426 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5427 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5429 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5430 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5431 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5432 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5433 { STATE_RENDER(WINED3D_RS_CLIPPING
), { STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5434 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
5435 { STATE_RENDER(WINED3D_RS_LIGHTING
), { STATE_RENDER(WINED3D_RS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
5436 { STATE_RENDER(WINED3D_RS_AMBIENT
), { STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
5437 { STATE_RENDER(WINED3D_RS_COLORVERTEX
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5438 { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
5439 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
5440 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5441 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5442 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5443 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5444 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend
}, ARB_VERTEX_BLEND
},
5445 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
5446 { STATE_RENDER(WINED3D_RS_POINTSIZE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5447 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5448 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5449 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5450 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
5451 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
5452 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5453 { STATE_RENDER(WINED3D_RS_POINTSCALE_A
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5454 { STATE_RENDER(WINED3D_RS_POINTSCALE_B
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5455 { STATE_RENDER(WINED3D_RS_POINTSCALE_C
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5456 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
5457 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
5458 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
5459 { STATE_RENDER(WINED3D_RS_TWEENFACTOR
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5460 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5462 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5463 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5464 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5466 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5467 { STATE_SAMPLER(0), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5468 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5469 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5470 { STATE_SAMPLER(1), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5471 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5472 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5473 { STATE_SAMPLER(2), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5474 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5475 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5476 { STATE_SAMPLER(3), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5477 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5478 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5479 { STATE_SAMPLER(4), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5480 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5481 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5482 { STATE_SAMPLER(5), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5483 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5484 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5485 { STATE_SAMPLER(6), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5486 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5487 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5488 { STATE_SAMPLER(7), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5489 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5490 { STATE_POINT_SIZE_ENABLE
, { STATE_POINT_SIZE_ENABLE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5491 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5494 static const struct StateEntryTemplate ffp_fragmentstate_template
[] = {
5495 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5496 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5497 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5498 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5499 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5500 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5501 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5502 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5503 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5504 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5505 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5506 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5507 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5508 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5509 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5510 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5511 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5512 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5513 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5514 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5515 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5516 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5517 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5518 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5519 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5520 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5521 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5522 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5523 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5524 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5525 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5526 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5527 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5528 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5529 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5530 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5531 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5532 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5533 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5534 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5535 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5536 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5537 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5538 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5539 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5540 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5541 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5542 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5543 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5544 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5545 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5546 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5547 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5548 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5549 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5550 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5551 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5552 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5553 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5554 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5555 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5556 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5557 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5558 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5559 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5560 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5561 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5562 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5563 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5564 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5565 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5566 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5567 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5568 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5569 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5570 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5571 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5572 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5573 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5574 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5575 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5576 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
5577 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5578 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5579 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5580 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5581 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5582 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5583 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5584 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
5585 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5586 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5587 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5588 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5589 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5590 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5591 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5592 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5593 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5596 /* Context activation is done by the caller. */
5597 static void ffp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5599 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5604 static void ffp_free(struct wined3d_device
*device
) {}
5606 static void vp_ffp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5608 caps
->xyzrhw
= FALSE
;
5609 caps
->max_active_lights
= gl_info
->limits
.lights
;
5610 caps
->max_vertex_blend_matrices
= gl_info
->limits
.blends
;
5611 caps
->max_vertex_blend_matrix_index
= 0;
5612 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5613 | WINED3DVTXPCAPS_MATERIALSOURCE7
5614 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5615 | WINED3DVTXPCAPS_LOCALVIEWER
5616 | WINED3DVTXPCAPS_VERTEXFOG
5617 | WINED3DVTXPCAPS_TEXGEN
5618 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
5619 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
5620 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
5621 caps
->raster_caps
= 0;
5622 if (gl_info
->supported
[NV_FOG_DISTANCE
])
5623 caps
->raster_caps
|= WINED3DPRASTERCAPS_FOGRANGE
;
5626 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5635 static void ffp_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5637 caps
->wined3d_caps
= 0;
5638 caps
->PrimitiveMiscCaps
= 0;
5639 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
5640 | WINED3DTEXOPCAPS_ADDSIGNED
5641 | WINED3DTEXOPCAPS_ADDSIGNED2X
5642 | WINED3DTEXOPCAPS_MODULATE
5643 | WINED3DTEXOPCAPS_MODULATE2X
5644 | WINED3DTEXOPCAPS_MODULATE4X
5645 | WINED3DTEXOPCAPS_SELECTARG1
5646 | WINED3DTEXOPCAPS_SELECTARG2
5647 | WINED3DTEXOPCAPS_DISABLE
;
5649 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5650 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5651 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5653 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5654 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5655 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5656 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5657 | WINED3DTEXOPCAPS_LERP
5658 | WINED3DTEXOPCAPS_SUBTRACT
;
5660 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5661 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5663 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5664 | WINED3DTEXOPCAPS_MULTIPLYADD
5665 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5666 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5667 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5669 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5670 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5672 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5673 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5676 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5680 TRACE("Checking support for fixup:\n");
5681 dump_color_fixup_desc(fixup
);
5684 /* We only support identity conversions. */
5685 if (is_identity_fixup(fixup
))
5691 TRACE("[FAILED]\n");
5695 const struct fragment_pipeline ffp_fragment_pipeline
= {
5697 ffp_fragment_get_caps
,
5700 ffp_color_fixup_supported
,
5701 ffp_fragmentstate_template
,
5704 static void none_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5706 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5711 static void none_free(struct wined3d_device
*device
) {}
5713 static void vp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5715 memset(caps
, 0, sizeof(*caps
));
5718 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5727 static void fp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5729 memset(caps
, 0, sizeof(*caps
));
5732 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5734 return is_identity_fixup(fixup
);
5737 const struct fragment_pipeline none_fragment_pipe
=
5743 fp_none_color_fixup_supported
,
5747 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5750 for(i
= 0; funcs
[i
]; i
++);
5754 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5756 context
->swapchain
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5757 context
->swapchain
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5760 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5762 context
->swapchain
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5763 context
->swapchain
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5764 context
->swapchain
->device
->multistate_funcs
[state_id
][2](context
, state
, state_id
);
5767 static void prune_invalid_states(struct StateEntry
*state_table
, const struct wined3d_gl_info
*gl_info
,
5768 const struct wined3d_d3d_info
*d3d_info
)
5770 unsigned int start
, last
, i
;
5772 start
= STATE_TEXTURESTAGE(d3d_info
->limits
.ffp_blend_stages
, 0);
5773 last
= STATE_TEXTURESTAGE(MAX_TEXTURES
- 1, WINED3D_HIGHEST_TEXTURE_STATE
);
5774 for (i
= start
; i
<= last
; ++i
)
5776 state_table
[i
].representative
= 0;
5777 state_table
[i
].apply
= state_undefined
;
5780 start
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ d3d_info
->limits
.ffp_blend_stages
);
5781 last
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ MAX_TEXTURES
- 1);
5782 for (i
= start
; i
<= last
; ++i
)
5784 state_table
[i
].representative
= 0;
5785 state_table
[i
].apply
= state_undefined
;
5788 start
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info
->limits
.blends
));
5789 last
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5790 for (i
= start
; i
<= last
; ++i
)
5792 state_table
[i
].representative
= 0;
5793 state_table
[i
].apply
= state_undefined
;
5797 static void validate_state_table(struct StateEntry
*state_table
)
5819 static const DWORD simple_states
[] =
5825 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5826 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5827 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5832 STATE_POINTSPRITECOORDORIGIN
,
5833 STATE_BASEVERTEXINDEX
,
5835 STATE_POINT_SIZE_ENABLE
,
5837 unsigned int i
, current
;
5839 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
5841 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
5843 if (!state_table
[i
].representative
)
5844 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
5846 else if (state_table
[i
].representative
)
5847 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
5849 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
5852 for (i
= 0; i
< sizeof(simple_states
) / sizeof(*simple_states
); ++i
)
5854 if (!state_table
[simple_states
[i
]].representative
)
5855 ERR("State %s (%#x) should have a representative.\n",
5856 debug_d3dstate(simple_states
[i
]), simple_states
[i
]);
5859 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5861 DWORD rep
= state_table
[i
].representative
;
5864 if (state_table
[rep
].representative
!= rep
)
5866 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5867 debug_d3dstate(i
), i
, debug_d3dstate(rep
), rep
);
5868 state_table
[i
].representative
= 0;
5873 if (state_table
[i
].apply
)
5874 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
5876 else if (!state_table
[i
].apply
)
5878 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
5884 HRESULT
compile_state_table(struct StateEntry
*StateTable
, APPLYSTATEFUNC
**dev_multistate_funcs
,
5885 const struct wined3d_gl_info
*gl_info
, const struct wined3d_d3d_info
*d3d_info
,
5886 const struct wined3d_vertex_pipe_ops
*vertex
, const struct fragment_pipeline
*fragment
,
5887 const struct StateEntryTemplate
*misc
)
5889 unsigned int i
, type
, handlers
;
5890 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
5891 const struct StateEntryTemplate
*cur
;
5892 BOOL set
[STATE_HIGHEST
+ 1];
5894 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5896 for(i
= 0; i
< STATE_HIGHEST
+ 1; i
++) {
5897 StateTable
[i
].representative
= 0;
5898 StateTable
[i
].apply
= state_undefined
;
5901 for(type
= 0; type
< 3; type
++) {
5902 /* This switch decides the order in which the states are applied */
5904 case 0: cur
= misc
; break;
5905 case 1: cur
= fragment
->states
; break;
5906 case 2: cur
= vertex
->vp_states
; break;
5907 default: cur
= NULL
; /* Stupid compiler */
5911 /* GL extension filtering should not prevent multiple handlers being applied from different
5914 memset(set
, 0, sizeof(set
));
5916 for(i
= 0; cur
[i
].state
; i
++) {
5917 APPLYSTATEFUNC
*funcs_array
;
5919 /* Only use the first matching state with the available extension from one template.
5921 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5922 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5924 * if GL_XYZ_fancy is supported, ignore the 2nd line
5926 if(set
[cur
[i
].state
]) continue;
5927 /* Skip state lines depending on unsupported extensions */
5928 if (!gl_info
->supported
[cur
[i
].extension
]) continue;
5929 set
[cur
[i
].state
] = TRUE
;
5930 /* In some cases having an extension means that nothing has to be
5931 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5932 * supported, the texture coordinate fixup can be ignored. If the
5933 * apply function is used, mark the state set(done above) to prevent
5934 * applying later lines, but do not record anything in the state
5937 if (!cur
[i
].content
.representative
) continue;
5939 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
5940 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
5943 StateTable
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
5946 StateTable
[cur
[i
].state
].apply
= multistate_apply_2
;
5947 dev_multistate_funcs
[cur
[i
].state
] = HeapAlloc(GetProcessHeap(),
5949 sizeof(**dev_multistate_funcs
) * 2);
5950 if (!dev_multistate_funcs
[cur
[i
].state
]) {
5954 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
5955 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
5958 StateTable
[cur
[i
].state
].apply
= multistate_apply_3
;
5959 funcs_array
= HeapReAlloc(GetProcessHeap(),
5961 dev_multistate_funcs
[cur
[i
].state
],
5962 sizeof(**dev_multistate_funcs
) * 3);
5967 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
5968 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
5971 ERR("Unexpected amount of state handlers for state %u: %u\n",
5972 cur
[i
].state
, handlers
+ 1);
5975 if (StateTable
[cur
[i
].state
].representative
5976 && StateTable
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
5978 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5979 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
5981 StateTable
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
5985 prune_invalid_states(StateTable
, gl_info
, d3d_info
);
5986 validate_state_table(StateTable
);
5991 for (i
= 0; i
<= STATE_HIGHEST
; ++i
) {
5992 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs
[i
]);
5995 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1)*sizeof(*dev_multistate_funcs
));
5997 return E_OUTOFMEMORY
;