wined3d: Use the core version of the INCR_WRAP and DECR_WRAP tokens.
[wine/multimedia.git] / dlls / wined3d / state.c
blobccfe667190ebc5b8d755e94757cf826219645978
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
41 /* 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;
58 switch (mode)
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)");
63 break;
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)");
67 break;
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)");
71 break;
72 default:
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))
87 return;
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");
95 else
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;
107 /* No z test without depth stencil buffers */
108 if (!state->fb->depth_stencil)
110 TRACE("No Z buffer - disabling depth test\n");
111 zenable = WINED3D_ZB_FALSE;
114 switch (zenable)
116 case WINED3D_ZB_FALSE:
117 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
119 break;
120 case WINED3D_ZB_TRUE:
121 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
123 break;
124 case WINED3D_ZB_USEW:
125 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
128 break;
129 default:
130 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
131 break;
134 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
135 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
138 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
140 const struct wined3d_gl_info *gl_info = context->gl_info;
142 /* glFrontFace() is set in context.c at context init and on an
143 * offscreen / onscreen rendering switch. */
144 switch (state->render_states[WINED3D_RS_CULLMODE])
146 case WINED3D_CULL_NONE:
147 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
148 checkGLcall("glDisable GL_CULL_FACE");
149 break;
150 case WINED3D_CULL_CW:
151 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
152 checkGLcall("glEnable GL_CULL_FACE");
153 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
154 checkGLcall("glCullFace(GL_FRONT)");
155 break;
156 case WINED3D_CULL_CCW:
157 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
158 checkGLcall("glEnable GL_CULL_FACE");
159 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
160 checkGLcall("glCullFace(GL_BACK)");
161 break;
162 default:
163 FIXME("Unrecognized cull mode %#x.\n",
164 state->render_states[WINED3D_RS_CULLMODE]);
168 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
170 const struct wined3d_gl_info *gl_info = context->gl_info;
172 switch (state->render_states[WINED3D_RS_SHADEMODE])
174 case WINED3D_SHADE_FLAT:
175 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
176 checkGLcall("glShadeModel(GL_FLAT)");
177 break;
178 case WINED3D_SHADE_GOURAUD:
179 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
180 checkGLcall("glShadeModel(GL_SMOOTH)");
181 break;
182 case WINED3D_SHADE_PHONG:
183 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
184 break;
185 default:
186 FIXME("Unrecognized shade mode %#x.\n",
187 state->render_states[WINED3D_RS_SHADEMODE]);
191 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
193 const struct wined3d_gl_info *gl_info = context->gl_info;
195 if (state->render_states[WINED3D_RS_DITHERENABLE])
197 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
198 checkGLcall("glEnable GL_DITHER");
200 else
202 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
203 checkGLcall("glDisable GL_DITHER");
207 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
209 const struct wined3d_gl_info *gl_info = context->gl_info;
211 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
213 gl_info->gl_ops.gl.p_glDepthMask(1);
214 checkGLcall("glDepthMask(1)");
216 else
218 gl_info->gl_ops.gl.p_glDepthMask(0);
219 checkGLcall("glDepthMask(0)");
223 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
225 switch (f)
227 case WINED3D_CMP_NEVER:
228 return GL_NEVER;
229 case WINED3D_CMP_LESS:
230 return GL_LESS;
231 case WINED3D_CMP_EQUAL:
232 return GL_EQUAL;
233 case WINED3D_CMP_LESSEQUAL:
234 return GL_LEQUAL;
235 case WINED3D_CMP_GREATER:
236 return GL_GREATER;
237 case WINED3D_CMP_NOTEQUAL:
238 return GL_NOTEQUAL;
239 case WINED3D_CMP_GREATEREQUAL:
240 return GL_GEQUAL;
241 case WINED3D_CMP_ALWAYS:
242 return GL_ALWAYS;
243 default:
244 FIXME("Unrecognized compare function %#x.\n", f);
245 return GL_NONE;
249 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
251 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
252 const struct wined3d_gl_info *gl_info = context->gl_info;
254 if (!depth_func) return;
256 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
257 checkGLcall("glDepthFunc");
260 void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
262 const struct wined3d_gl_info *gl_info = context->gl_info;
263 float col[4];
265 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
266 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
267 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
268 checkGLcall("glLightModel for MODEL_AMBIENT");
271 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
273 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
276 static GLenum gl_blend_op(enum wined3d_blend_op op)
278 switch (op)
280 case WINED3D_BLEND_OP_ADD:
281 return GL_FUNC_ADD_EXT;
282 case WINED3D_BLEND_OP_SUBTRACT:
283 return GL_FUNC_SUBTRACT_EXT;
284 case WINED3D_BLEND_OP_REVSUBTRACT:
285 return GL_FUNC_REVERSE_SUBTRACT_EXT;
286 case WINED3D_BLEND_OP_MIN:
287 return GL_MIN_EXT;
288 case WINED3D_BLEND_OP_MAX:
289 return GL_MAX_EXT;
290 default:
291 FIXME("Unhandled blend op %#x.\n", op);
292 return GL_NONE;
296 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
298 const struct wined3d_gl_info *gl_info = context->gl_info;
299 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
300 GLenum blend_equation = GL_FUNC_ADD_EXT;
302 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
303 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
304 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
306 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
307 return;
310 blend_equation = gl_blend_op(state->render_states[WINED3D_RS_BLENDOP]);
311 blend_equation_alpha = gl_blend_op(state->render_states[WINED3D_RS_BLENDOPALPHA]);
312 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
314 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
316 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
317 checkGLcall("glBlendEquationSeparate");
319 else
321 GL_EXTCALL(glBlendEquation(blend_equation));
322 checkGLcall("glBlendEquation");
326 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
328 switch (factor)
330 case WINED3D_BLEND_ZERO:
331 return GL_ZERO;
332 case WINED3D_BLEND_ONE:
333 return GL_ONE;
334 case WINED3D_BLEND_SRCCOLOR:
335 return GL_SRC_COLOR;
336 case WINED3D_BLEND_INVSRCCOLOR:
337 return GL_ONE_MINUS_SRC_COLOR;
338 case WINED3D_BLEND_SRCALPHA:
339 return GL_SRC_ALPHA;
340 case WINED3D_BLEND_INVSRCALPHA:
341 return GL_ONE_MINUS_SRC_ALPHA;
342 case WINED3D_BLEND_DESTCOLOR:
343 return GL_DST_COLOR;
344 case WINED3D_BLEND_INVDESTCOLOR:
345 return GL_ONE_MINUS_DST_COLOR;
346 /* To compensate for the lack of format switching with backbuffer
347 * offscreen rendering, and with onscreen rendering, we modify the
348 * alpha test parameters for (INV)DESTALPHA if the render target
349 * doesn't support alpha blending. A nonexistent alpha channel
350 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
351 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
352 case WINED3D_BLEND_DESTALPHA:
353 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
354 case WINED3D_BLEND_INVDESTALPHA:
355 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
356 case WINED3D_BLEND_SRCALPHASAT:
357 return GL_SRC_ALPHA_SATURATE;
358 case WINED3D_BLEND_BLENDFACTOR:
359 return GL_CONSTANT_COLOR_EXT;
360 case WINED3D_BLEND_INVBLENDFACTOR:
361 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
362 default:
363 FIXME("Unhandled blend factor %#x.\n", factor);
364 return GL_NONE;
368 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
370 const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
371 const struct wined3d_gl_info *gl_info = context->gl_info;
372 GLenum srcBlend, dstBlend;
373 enum wined3d_blend d3d_blend;
375 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
376 * blending parameters to work. */
377 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]
378 || state->render_states[WINED3D_RS_EDGEANTIALIAS]
379 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
381 /* Disable blending in all cases even without pixelshaders.
382 * With blending on we could face a big performance penalty.
383 * The d3d9 visual test confirms the behavior. */
384 if (context->render_offscreen && !(rt_format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
386 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
387 checkGLcall("glDisable GL_BLEND");
388 return;
390 else
392 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
393 checkGLcall("glEnable GL_BLEND");
396 else
398 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
399 checkGLcall("glDisable GL_BLEND");
400 /* Nothing more to do - get out */
401 return;
404 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
405 * source blending values which are still valid up to d3d9. They should
406 * not occur as dest blend values. */
407 d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
408 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
410 srcBlend = GL_SRC_ALPHA;
411 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
413 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
415 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
416 dstBlend = GL_SRC_ALPHA;
418 else
420 srcBlend = gl_blend_factor(d3d_blend, rt_format);
421 dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND], rt_format);
424 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
425 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
427 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
428 checkGLcall("glEnable(GL_LINE_SMOOTH)");
429 if (srcBlend != GL_SRC_ALPHA)
430 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
431 if (dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE)
432 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
434 else
436 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
437 checkGLcall("glDisable(GL_LINE_SMOOTH)");
440 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
441 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
442 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
444 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
446 GLenum srcBlendAlpha, dstBlendAlpha;
448 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
449 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
451 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
452 return;
455 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
456 * source blending values which are still valid up to d3d9. They should
457 * not occur as dest blend values. */
458 d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
459 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
461 srcBlendAlpha = GL_SRC_ALPHA;
462 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
464 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
466 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
467 dstBlendAlpha = GL_SRC_ALPHA;
469 else
471 srcBlendAlpha = gl_blend_factor(d3d_blend, rt_format);
472 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
475 GL_EXTCALL(glBlendFuncSeparate(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
476 checkGLcall("glBlendFuncSeparate");
478 else
480 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
481 gl_info->gl_ops.gl.p_glBlendFunc(srcBlend, dstBlend);
482 checkGLcall("glBlendFunc");
485 /* Colorkey fixup for stage 0 alphaop depends on
486 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
487 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
488 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
491 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
493 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
496 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
498 const struct wined3d_gl_info *gl_info = context->gl_info;
499 float col[4];
501 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
503 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col);
504 GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
505 checkGLcall("glBlendColor");
508 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
510 const struct wined3d_gl_info *gl_info = context->gl_info;
511 int glParm = 0;
512 float ref;
513 BOOL enable_ckey = FALSE;
515 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
517 /* Find out if the texture on the first stage has a ckey set. The alpha
518 * state func reads the texture settings, even though alpha and texture
519 * are not grouped together. This is to avoid making a huge alpha +
520 * texture + texture stage + ckey block due to the hardly used
521 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
522 * function will call alpha in case it finds some texture + colorkeyenable
523 * combination which needs extra care. */
524 if (state->textures[0] && (state->textures[0]->color_key_flags & WINED3D_CKEY_SRC_BLT))
525 enable_ckey = TRUE;
527 if (enable_ckey || context->last_was_ckey)
528 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
529 context->last_was_ckey = enable_ckey;
531 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
532 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
534 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
535 checkGLcall("glEnable GL_ALPHA_TEST");
537 else
539 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
540 checkGLcall("glDisable GL_ALPHA_TEST");
541 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
542 * enable call
544 return;
547 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
549 glParm = GL_NOTEQUAL;
550 ref = 0.0f;
552 else
554 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
555 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
557 if (glParm)
559 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
560 checkGLcall("glAlphaFunc");
564 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
566 const struct wined3d_gl_info *gl_info = context->gl_info;
567 DWORD enable = 0xffffffff;
568 DWORD disable = 0x00000000;
570 if (use_vs(state) && !context->d3d_info->vs_clipping)
572 static BOOL warned;
574 /* The OpenGL spec says that clipping planes are disabled when using
575 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
576 * driver keeps clipping planes activated with shaders in some
577 * conditions I got sick of tracking down. The shader state handler
578 * disables all clip planes because of that - don't do anything here
579 * and keep them disabled. */
580 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
581 FIXME("Clipping not supported with vertex shaders\n");
582 return;
585 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
586 * The enabled / disabled planes are hardcoded into the shader. Update the
587 * shader to update the enabled clipplanes. In case of fixed function, we
588 * need to update the clipping field from ffp_vertex_settings. */
589 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
591 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
592 * of already set values
595 /* If enabling / disabling all
596 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
598 if (state->render_states[WINED3D_RS_CLIPPING])
600 enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
601 disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
603 else
605 disable = 0xffffffff;
606 enable = 0x00;
609 if (enable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE0);
610 if (enable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE1);
611 if (enable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE2);
612 if (enable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE3);
613 if (enable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE4);
614 if (enable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE5);
615 checkGLcall("clip plane enable");
617 if (disable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0);
618 if (disable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1);
619 if (disable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2);
620 if (disable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3);
621 if (disable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4);
622 if (disable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5);
623 checkGLcall("clip plane disable");
626 void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
628 const struct wined3d_gl_info *gl_info = context->gl_info;
629 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
630 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
631 * specular color. This is wrong:
632 * Separate specular color means the specular colour is maintained separately, whereas
633 * single color means it is merged in. However in both cases they are being used to
634 * some extent.
635 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
636 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
637 * running 1.4 yet!
640 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
641 * Instead, we need to setup the FinalCombiner properly.
643 * The default setup for the FinalCombiner is:
645 * <variable> <input> <mapping> <usage>
646 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
647 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
648 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
650 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
651 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
652 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
654 * That's pretty much fine as it is, except for variable B, which needs to take
655 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
656 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
659 TRACE("Setting specular enable state and materials\n");
660 if (state->render_states[WINED3D_RS_SPECULARENABLE])
662 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
663 checkGLcall("glMaterialfv");
665 if (state->material.power > gl_info->limits.shininess)
667 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
668 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
669 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
670 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
671 * them, it should be safe to do so without major visual distortions.
673 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
674 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
676 else
678 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
680 checkGLcall("glMaterialf(GL_SHININESS)");
682 if (gl_info->supported[EXT_SECONDARY_COLOR])
683 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
684 else
685 TRACE("Specular colors cannot be enabled in this version of opengl\n");
686 checkGLcall("glEnable(GL_COLOR_SUM)");
688 if (gl_info->supported[NV_REGISTER_COMBINERS])
690 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
691 checkGLcall("glFinalCombinerInputNV()");
693 } else {
694 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
696 /* for the case of enabled lighting: */
697 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
698 checkGLcall("glMaterialfv");
700 /* for the case of disabled lighting: */
701 if (gl_info->supported[EXT_SECONDARY_COLOR])
702 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
703 else
704 TRACE("Specular colors cannot be disabled in this version of opengl\n");
705 checkGLcall("glDisable(GL_COLOR_SUM)");
707 if (gl_info->supported[NV_REGISTER_COMBINERS])
709 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
710 checkGLcall("glFinalCombinerInputNV()");
714 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
715 state->material.diffuse.r, state->material.diffuse.g,
716 state->material.diffuse.b, state->material.diffuse.a);
717 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
718 state->material.ambient.r, state->material.ambient.g,
719 state->material.ambient.b, state->material.ambient.a);
720 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
721 state->material.specular.r, state->material.specular.g,
722 state->material.specular.b, state->material.specular.a);
723 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
724 state->material.emissive.r, state->material.emissive.g,
725 state->material.emissive.b, state->material.emissive.a);
727 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
728 checkGLcall("glMaterialfv(GL_AMBIENT)");
729 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
730 checkGLcall("glMaterialfv(GL_DIFFUSE)");
731 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
732 checkGLcall("glMaterialfv(GL_EMISSION)");
735 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
737 const struct wined3d_gl_info *gl_info = context->gl_info;
738 unsigned int i;
740 /* Note the texture color applies to all textures whereas
741 * GL_TEXTURE_ENV_COLOR applies to active only. */
742 float col[4];
743 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
745 /* And now the default texture color as well */
746 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
748 /* Note the WINED3D_RS value applies to all textures, but GL has one
749 * per texture, so apply it now ready to be used! */
750 context_active_texture(context, gl_info, i);
752 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
753 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
757 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
758 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
760 const struct wined3d_gl_info *gl_info = context->gl_info;
762 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
763 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
764 GL_EXTCALL(glActiveStencilFaceEXT(face));
765 checkGLcall("glActiveStencilFaceEXT(...)");
766 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
767 checkGLcall("glStencilFunc(...)");
768 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
769 checkGLcall("glStencilOp(...)");
772 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
774 switch (op)
776 case WINED3D_STENCIL_OP_KEEP:
777 return GL_KEEP;
778 case WINED3D_STENCIL_OP_ZERO:
779 return GL_ZERO;
780 case WINED3D_STENCIL_OP_REPLACE:
781 return GL_REPLACE;
782 case WINED3D_STENCIL_OP_INCR_SAT:
783 return GL_INCR;
784 case WINED3D_STENCIL_OP_DECR_SAT:
785 return GL_DECR;
786 case WINED3D_STENCIL_OP_INVERT:
787 return GL_INVERT;
788 case WINED3D_STENCIL_OP_INCR:
789 return GL_INCR_WRAP;
790 case WINED3D_STENCIL_OP_DECR:
791 return GL_DECR_WRAP;
792 default:
793 FIXME("Unrecognized stencil op %#x.\n", op);
794 return GL_KEEP;
798 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
800 const struct wined3d_gl_info *gl_info = context->gl_info;
801 DWORD onesided_enable;
802 DWORD twosided_enable;
803 GLint func;
804 GLint func_ccw;
805 GLint ref;
806 GLuint mask;
807 GLint stencilFail;
808 GLint stencilFail_ccw;
809 GLint stencilPass;
810 GLint stencilPass_ccw;
811 GLint depthFail;
812 GLint depthFail_ccw;
814 /* No stencil test without a stencil buffer. */
815 if (!state->fb->depth_stencil)
817 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
818 checkGLcall("glDisable GL_STENCIL_TEST");
819 return;
822 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
823 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
824 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
825 func = GL_ALWAYS;
826 if (!(func_ccw = wined3d_gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
827 func_ccw = GL_ALWAYS;
828 ref = state->render_states[WINED3D_RS_STENCILREF];
829 mask = state->render_states[WINED3D_RS_STENCILMASK];
830 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
831 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
832 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
833 stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
834 depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
835 stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
837 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
838 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
839 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
840 onesided_enable, twosided_enable, ref, mask,
841 func, stencilFail, depthFail, stencilPass,
842 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
844 if (twosided_enable && onesided_enable)
846 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
847 checkGLcall("glEnable GL_STENCIL_TEST");
849 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
851 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
852 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
853 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_ccw, ref, mask));
854 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
855 checkGLcall("setting two sided stencil state");
857 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
859 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
860 * which has an effect on the code below too. If we apply the front face
861 * afterwards, we are sure that the active stencil face is set to front,
862 * and other stencil functions which do not use two sided stencil do not have
863 * to set it back
865 renderstate_stencil_twosided(context, GL_BACK,
866 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
867 renderstate_stencil_twosided(context, GL_FRONT,
868 func, ref, mask, stencilFail, depthFail, stencilPass);
870 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
872 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
873 checkGLcall("glStencilFuncSeparateATI(...)");
874 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
875 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
876 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
877 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
879 else
881 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
884 else if(onesided_enable)
886 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
888 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
889 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
892 /* This code disables the ATI extension as well, since the standard stencil functions are equal
893 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
895 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
896 checkGLcall("glEnable GL_STENCIL_TEST");
897 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
898 checkGLcall("glStencilFunc(...)");
899 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
900 checkGLcall("glStencilOp(...)");
902 else
904 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
905 checkGLcall("glDisable GL_STENCIL_TEST");
909 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
911 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
912 const struct wined3d_gl_info *gl_info = context->gl_info;
914 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
915 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
916 gl_info->gl_ops.gl.p_glStencilMask(mask);
917 checkGLcall("glStencilMask");
918 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
919 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
920 gl_info->gl_ops.gl.p_glStencilMask(mask);
923 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
925 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
926 const struct wined3d_gl_info *gl_info = context->gl_info;
928 gl_info->gl_ops.gl.p_glStencilMask(mask);
929 checkGLcall("glStencilMask");
932 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
934 const struct wined3d_gl_info *gl_info = context->gl_info;
936 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
938 if (!state->render_states[WINED3D_RS_FOGENABLE])
939 return;
941 /* Table fog on: Never use fog coords, and use per-fragment fog */
942 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
944 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
945 if (context->fog_coord)
947 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
948 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
949 context->fog_coord = FALSE;
952 /* Range fog is only used with per-vertex fog in d3d */
953 if (gl_info->supported[NV_FOG_DISTANCE])
955 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
956 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
958 return;
961 /* Otherwise use per-vertex fog in any case */
962 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
964 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
966 /* No fog at all, or transformed vertices: Use fog coord */
967 if (!context->fog_coord)
969 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
970 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
971 context->fog_coord = TRUE;
974 else
976 /* Otherwise, use the fragment depth */
977 if (context->fog_coord)
979 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
980 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
981 context->fog_coord = FALSE;
984 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
986 if (gl_info->supported[NV_FOG_DISTANCE])
988 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
989 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
991 else
993 WARN("Range fog enabled, but not supported by this GL implementation.\n");
996 else if (gl_info->supported[NV_FOG_DISTANCE])
998 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
999 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1004 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1006 const struct wined3d_gl_info *gl_info = context->gl_info;
1007 float fogstart, fogend;
1008 union {
1009 DWORD d;
1010 float f;
1011 } tmpvalue;
1013 switch(context->fog_source) {
1014 case FOGSOURCE_VS:
1015 fogstart = 1.0f;
1016 fogend = 0.0f;
1017 break;
1019 case FOGSOURCE_COORD:
1020 fogstart = 255.0f;
1021 fogend = 0.0f;
1022 break;
1024 case FOGSOURCE_FFP:
1025 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
1026 fogstart = tmpvalue.f;
1027 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
1028 fogend = tmpvalue.f;
1029 /* Special handling for fogstart == fogend. In d3d with vertex
1030 * fog, everything is fogged. With table fog, everything with
1031 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
1032 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
1033 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE
1034 && fogstart == fogend)
1036 fogstart = -INFINITY;
1037 fogend = 0.0f;
1039 break;
1041 default:
1042 /* This should not happen.context->fog_source is set in wined3d, not the app.
1043 * Still this is needed to make the compiler happy
1045 ERR("Unexpected fog coordinate source\n");
1046 fogstart = 0.0f;
1047 fogend = 0.0f;
1050 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1051 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1052 TRACE("Fog Start == %f\n", fogstart);
1054 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1055 checkGLcall("glFogf(GL_FOG_END, fogend)");
1056 TRACE("Fog End == %f\n", fogend);
1059 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1061 const struct wined3d_gl_info *gl_info = context->gl_info;
1062 enum fogsource new_source;
1063 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1064 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1066 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1068 if (!state->render_states[WINED3D_RS_FOGENABLE])
1070 /* No fog? Disable it, and we're done :-) */
1071 glDisableWINE(GL_FOG);
1072 checkGLcall("glDisable GL_FOG");
1073 return;
1076 /* Fog Rules:
1078 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1079 * It can use the Z value of the vertex, or the alpha component of the specular color.
1080 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1081 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1082 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1084 * FOGTABLEMODE != NONE:
1085 * The Z value is used, with the equation specified, no matter what vertex type.
1087 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1088 * Per vertex fog is calculated using the specified fog equation and the parameters
1090 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1091 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1092 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1095 * Rules for vertex fog with shaders:
1097 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1098 * the fog computation to happen during transformation while openGL expects it to happen
1099 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1100 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1101 * To solve this problem, WineD3D does:
1102 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1103 * shader,
1104 * and 2) disables the fog computation (in either the fixed function or programmable
1105 * rasterizer) if using a vertex program.
1107 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1108 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1109 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1110 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1111 * There are some GL differences between specular fog coords and vertex shaders though.
1113 * With table fog the vertex shader fog coordinate is ignored.
1115 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1116 * without shaders).
1119 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1120 * the system will apply only pixel(=table) fog effects."
1122 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1124 if (use_vs(state))
1126 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1127 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1128 new_source = FOGSOURCE_VS;
1130 else
1132 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1134 /* If processed vertices are used, fall through to the NONE case */
1135 case WINED3D_FOG_EXP:
1136 if (!context->last_was_rhw)
1138 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1139 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1140 new_source = FOGSOURCE_FFP;
1141 break;
1143 /* drop through */
1145 case WINED3D_FOG_EXP2:
1146 if (!context->last_was_rhw)
1148 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1149 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1150 new_source = FOGSOURCE_FFP;
1151 break;
1153 /* drop through */
1155 case WINED3D_FOG_LINEAR:
1156 if (!context->last_was_rhw)
1158 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1159 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1160 new_source = FOGSOURCE_FFP;
1161 break;
1163 /* drop through */
1165 case WINED3D_FOG_NONE:
1166 /* Both are none? According to msdn the alpha channel of the specular
1167 * color contains a fog factor. Set it in drawStridedSlow.
1168 * Same happens with Vertexfog on transformed vertices
1170 new_source = FOGSOURCE_COORD;
1171 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1172 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1173 break;
1175 default:
1176 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1177 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1178 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1181 } else {
1182 new_source = FOGSOURCE_FFP;
1184 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1186 case WINED3D_FOG_EXP:
1187 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1188 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1189 break;
1191 case WINED3D_FOG_EXP2:
1192 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1193 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1194 break;
1196 case WINED3D_FOG_LINEAR:
1197 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1198 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1199 break;
1201 case WINED3D_FOG_NONE: /* Won't happen */
1202 default:
1203 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1204 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1208 glEnableWINE(GL_FOG);
1209 checkGLcall("glEnable GL_FOG");
1210 if (new_source != context->fog_source || fogstart == fogend)
1212 context->fog_source = new_source;
1213 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1217 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1219 const struct wined3d_gl_info *gl_info = context->gl_info;
1220 float col[4];
1222 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
1223 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &col[0]);
1224 checkGLcall("glFog GL_FOG_COLOR");
1227 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1229 const struct wined3d_gl_info *gl_info = context->gl_info;
1230 union {
1231 DWORD d;
1232 float f;
1233 } tmpvalue;
1235 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1236 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1237 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1240 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1242 const struct wined3d_gl_info *gl_info = context->gl_info;
1243 GLenum Parm = 0;
1245 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1246 * The vertex declaration will call this function if the fixed function pipeline is used.
1249 if(isStateDirty(context, STATE_VDECL)) {
1250 return;
1253 context->num_untracked_materials = 0;
1254 if ((context->stream_info.use_map & (1 << WINED3D_FFP_DIFFUSE))
1255 && state->render_states[WINED3D_RS_COLORVERTEX])
1257 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1258 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1259 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1260 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1261 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1263 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1265 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1266 Parm = GL_AMBIENT_AND_DIFFUSE;
1267 else
1268 Parm = GL_DIFFUSE;
1269 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1271 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1272 context->num_untracked_materials++;
1274 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1276 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1277 context->num_untracked_materials++;
1280 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1282 Parm = GL_AMBIENT;
1283 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1285 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1286 context->num_untracked_materials++;
1288 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1290 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1291 context->num_untracked_materials++;
1294 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1296 Parm = GL_EMISSION;
1297 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1299 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1300 context->num_untracked_materials++;
1303 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1305 Parm = GL_SPECULAR;
1309 /* Nothing changed, return. */
1310 if (Parm == context->tracking_parm) return;
1312 if (!Parm)
1314 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1315 checkGLcall("glDisable GL_COLOR_MATERIAL");
1317 else
1319 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1320 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1321 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1322 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1325 /* Apparently calls to glMaterialfv are ignored for properties we're
1326 * tracking with glColorMaterial, so apply those here. */
1327 switch (context->tracking_parm)
1329 case GL_AMBIENT_AND_DIFFUSE:
1330 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1331 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1332 checkGLcall("glMaterialfv");
1333 break;
1335 case GL_DIFFUSE:
1336 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1337 checkGLcall("glMaterialfv");
1338 break;
1340 case GL_AMBIENT:
1341 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1342 checkGLcall("glMaterialfv");
1343 break;
1345 case GL_EMISSION:
1346 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1347 checkGLcall("glMaterialfv");
1348 break;
1350 case GL_SPECULAR:
1351 /* Only change material color if specular is enabled, otherwise it is set to black */
1352 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1354 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1355 checkGLcall("glMaterialfv");
1357 else
1359 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1360 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1361 checkGLcall("glMaterialfv");
1363 break;
1366 context->tracking_parm = Parm;
1369 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1371 const struct wined3d_gl_info *gl_info = context->gl_info;
1372 union
1374 DWORD d;
1375 struct wined3d_line_pattern lp;
1376 } tmppattern;
1377 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1379 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1381 if (tmppattern.lp.repeat_factor)
1383 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1384 checkGLcall("glLineStipple(repeat, linepattern)");
1385 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1386 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1388 else
1390 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1391 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1395 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1397 const struct wined3d_gl_info *gl_info = context->gl_info;
1399 if (isStateDirty(context, STATE_VDECL))
1400 return;
1402 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1403 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1404 * by zero and is not properly defined in opengl, so avoid it
1406 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1407 && (context->stream_info.use_map & (1 << WINED3D_FFP_NORMAL)))
1409 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1410 checkGLcall("glEnable(GL_NORMALIZE);");
1412 else
1414 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1415 checkGLcall("glDisable(GL_NORMALIZE);");
1419 void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1421 union {
1422 DWORD d;
1423 float f;
1424 } tmpvalue;
1426 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1427 if (tmpvalue.f != 1.0f)
1429 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1431 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1432 if (tmpvalue.f != 64.0f)
1434 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1439 void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1441 const struct wined3d_gl_info *gl_info = context->gl_info;
1442 union
1444 DWORD d;
1445 float f;
1446 } min, max;
1448 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1449 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1451 /* Max point size trumps min point size */
1452 if(min.f > max.f) {
1453 min.f = max.f;
1456 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1457 checkGLcall("glPointParameterfEXT(...)");
1458 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1459 checkGLcall("glPointParameterfEXT(...)");
1462 void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1464 const struct wined3d_gl_info *gl_info = context->gl_info;
1465 union
1467 DWORD d;
1468 float f;
1469 } min, max;
1471 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1472 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1474 /* Max point size trumps min point size */
1475 if(min.f > max.f) {
1476 min.f = max.f;
1479 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1480 checkGLcall("glPointParameterfARB(...)");
1481 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1482 checkGLcall("glPointParameterfARB(...)");
1485 void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1487 const struct wined3d_gl_info *gl_info = context->gl_info;
1488 /* TODO: Group this with the viewport */
1490 * POINTSCALEENABLE controls how point size value is treated. If set to
1491 * true, the point size is scaled with respect to height of viewport.
1492 * When set to false point size is in pixels.
1495 /* Default values */
1496 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1497 union {
1498 DWORD d;
1499 float f;
1500 } pointSize, A, B, C;
1502 pointSize.d = state->render_states[WINED3D_RS_POINTSIZE];
1503 A.d = state->render_states[WINED3D_RS_POINTSCALE_A];
1504 B.d = state->render_states[WINED3D_RS_POINTSCALE_B];
1505 C.d = state->render_states[WINED3D_RS_POINTSCALE_C];
1507 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1509 DWORD h = state->viewport.height;
1510 GLfloat scaleFactor;
1512 if (pointSize.f < gl_info->limits.pointsize_min)
1514 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1515 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1516 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1517 * are less than 1.0f. scale_factor = 1.0f / point_size.
1519 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1520 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1521 * is 1.0, but then accepts points below that and draws too small points
1523 pointSize.f = gl_info->limits.pointsize_min;
1525 else if(pointSize.f > gl_info->limits.pointsize_max)
1527 /* gl already scales the input to glPointSize,
1528 * d3d scales the result after the point size scale.
1529 * If the point size is bigger than the max size, use the
1530 * scaling to scale it bigger, and set the gl point size to max
1532 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1533 TRACE("scale: %f\n", scaleFactor);
1534 pointSize.f = gl_info->limits.pointsize_max;
1535 } else {
1536 scaleFactor = 1.0f;
1538 scaleFactor = powf(h * scaleFactor, 2);
1540 att[0] = A.f / scaleFactor;
1541 att[1] = B.f / scaleFactor;
1542 att[2] = C.f / scaleFactor;
1545 if (gl_info->supported[ARB_POINT_PARAMETERS])
1547 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1548 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1550 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1552 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1553 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1555 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1557 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1560 gl_info->gl_ops.gl.p_glPointSize(pointSize.f);
1561 checkGLcall("glPointSize(...);");
1564 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1566 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1569 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1571 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1572 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1573 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1574 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1575 const struct wined3d_gl_info *gl_info = context->gl_info;
1577 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1578 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1579 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1580 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1581 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1582 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1583 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1584 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1585 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1586 checkGLcall("glColorMask(...)");
1588 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1589 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1591 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1592 mask0, mask1, mask2, mask3);
1593 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1597 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1599 GL_EXTCALL(glColorMaski(index,
1600 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1601 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1602 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1603 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1604 checkGLcall("glColorMaski");
1607 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1609 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1612 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1614 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1617 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1619 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1622 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1624 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1627 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1629 const struct wined3d_gl_info *gl_info = context->gl_info;
1631 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1633 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1634 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1636 else
1638 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1639 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1643 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1645 if (state->render_states[WINED3D_RS_LASTPIXEL])
1647 TRACE("Last Pixel Drawing Enabled\n");
1649 else
1651 static BOOL warned;
1652 if (!warned) {
1653 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1654 warned = TRUE;
1655 } else {
1656 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1661 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1663 static BOOL warned;
1665 /* TODO: NV_POINT_SPRITE */
1666 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1668 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1669 FIXME("Point sprites not supported\n");
1670 warned = TRUE;
1674 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1676 const struct wined3d_gl_info *gl_info = context->gl_info;
1678 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1680 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1681 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1683 else
1685 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1686 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1690 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1692 if (state->render_states[WINED3D_RS_WRAP0]
1693 || state->render_states[WINED3D_RS_WRAP1]
1694 || state->render_states[WINED3D_RS_WRAP2]
1695 || state->render_states[WINED3D_RS_WRAP3]
1696 || state->render_states[WINED3D_RS_WRAP4]
1697 || state->render_states[WINED3D_RS_WRAP5]
1698 || state->render_states[WINED3D_RS_WRAP6]
1699 || state->render_states[WINED3D_RS_WRAP7]
1700 || state->render_states[WINED3D_RS_WRAP8]
1701 || state->render_states[WINED3D_RS_WRAP9]
1702 || state->render_states[WINED3D_RS_WRAP10]
1703 || state->render_states[WINED3D_RS_WRAP11]
1704 || state->render_states[WINED3D_RS_WRAP12]
1705 || state->render_states[WINED3D_RS_WRAP13]
1706 || state->render_states[WINED3D_RS_WRAP14]
1707 || state->render_states[WINED3D_RS_WRAP15])
1708 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1711 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1713 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1714 WARN("Multisample antialiasing not supported by GL.\n");
1717 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1719 const struct wined3d_gl_info *gl_info = context->gl_info;
1721 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1723 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1724 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1726 else
1728 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1729 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1733 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1735 const struct wined3d_gl_info *gl_info = context->gl_info;
1737 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1739 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1740 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1742 else
1744 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1745 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1749 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1750 * OpenGL the bias is specified in units of "the smallest value that is
1751 * guaranteed to produce a resolvable offset for a given implementation". To
1752 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1753 * There's no practical way to retrieve that value from a given GL
1754 * implementation, but the D3D application has essentially the same problem,
1755 * which makes a guess of the depth buffer format's highest possible value a
1756 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1757 * depth slope, and doesn't need to be scaled. */
1758 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1760 const struct wined3d_gl_info *gl_info = context->gl_info;
1762 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1763 || state->render_states[WINED3D_RS_DEPTHBIAS])
1765 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1766 float scale;
1768 union
1770 DWORD d;
1771 float f;
1772 } scale_bias, const_bias;
1774 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1775 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1777 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1778 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1780 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1782 float bias = -(float)const_bias.d;
1783 gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
1784 checkGLcall("glPolygonOffset");
1786 else
1788 if (depth)
1790 const struct wined3d_format *fmt = depth->format;
1791 scale = powf(2, fmt->depth_size) - 1;
1792 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1793 debug_d3dformat(fmt->id), scale);
1795 else
1797 /* The context manager will reapply this state on a depth stencil change */
1798 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1799 scale = 0.0f;
1802 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1803 checkGLcall("glPolygonOffset(...)");
1806 else
1808 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1809 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1813 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1815 if (state->render_states[WINED3D_RS_ZVISIBLE])
1816 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1819 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1821 const struct wined3d_gl_info *gl_info = context->gl_info;
1823 if (state->render_states[WINED3D_RS_TEXTUREPERSPECTIVE])
1825 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1826 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1828 else
1830 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1831 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1835 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1837 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1838 FIXME("Stippled Alpha not supported yet.\n");
1841 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1843 if (state->render_states[WINED3D_RS_ANTIALIAS])
1844 FIXME("Antialias not supported yet.\n");
1847 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1849 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1850 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1851 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1854 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1856 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1857 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1858 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1861 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1863 union {
1864 DWORD d;
1865 float f;
1866 } tmpvalue;
1867 tmpvalue.f = 1.0f;
1869 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1871 static BOOL displayed = FALSE;
1873 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1874 if(!displayed)
1875 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1877 displayed = TRUE;
1881 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1883 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1884 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1885 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1888 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1890 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1891 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1892 state->render_states[WINED3D_RS_NORMALDEGREE]);
1895 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1897 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1898 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1899 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1902 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1904 union {
1905 DWORD d;
1906 float f;
1907 } zmin, zmax;
1909 const struct wined3d_gl_info *gl_info = context->gl_info;
1911 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1913 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1914 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1916 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1917 * In d3d9 test is not performed in this case*/
1918 if (zmin.f <= zmax.f)
1920 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1921 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1922 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1923 checkGLcall("glDepthBoundsEXT(...)");
1925 else
1927 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1928 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1931 else
1933 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1934 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1937 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1940 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1942 if (state->render_states[WINED3D_RS_WRAPU])
1943 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1946 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1948 if (state->render_states[WINED3D_RS_WRAPV])
1949 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1952 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1954 if (state->render_states[WINED3D_RS_MONOENABLE])
1955 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1958 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1960 if (state->render_states[WINED3D_RS_ROP2])
1961 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1964 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1966 if (state->render_states[WINED3D_RS_PLANEMASK])
1967 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1970 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1972 if (state->render_states[WINED3D_RS_SUBPIXEL])
1973 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1976 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1978 if (state->render_states[WINED3D_RS_SUBPIXELX])
1979 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1982 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1984 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1985 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1988 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1990 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1991 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1994 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1996 if (state->render_states[WINED3D_RS_ANISOTROPY])
1997 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2000 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2002 if (state->render_states[WINED3D_RS_FLUSHBATCH])
2003 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2006 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2008 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2009 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2012 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2014 if (state->render_states[WINED3D_RS_EXTENTS])
2015 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2018 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2020 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2021 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2024 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2026 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2027 FIXME("Software vertex processing not implemented.\n");
2030 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2031 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2032 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2033 * flag specifies the complement of the input should be used. */
2034 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2035 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2037 /* Calculate the operand */
2038 if (complement) {
2039 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2040 else *operand = GL_ONE_MINUS_SRC_COLOR;
2041 } else {
2042 if (from_alpha) *operand = GL_SRC_ALPHA;
2043 else *operand = GL_SRC_COLOR;
2046 /* Calculate the source */
2047 switch (arg & WINED3DTA_SELECTMASK) {
2048 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2049 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2050 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2051 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2052 case WINED3DTA_SPECULAR:
2054 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2055 * 'Secondary color' and isn't supported until base GL supports it
2056 * There is no concept of temp registers as far as I can tell
2058 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2059 *source = GL_TEXTURE;
2060 break;
2061 default:
2062 FIXME("Unrecognized texture arg %#x\n", arg);
2063 *source = GL_TEXTURE;
2064 break;
2068 /* Setup the texture operations texture stage states */
2069 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2070 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2072 GLenum src1, src2, src3;
2073 GLenum opr1, opr2, opr3;
2074 GLenum comb_target;
2075 GLenum src0_target, src1_target, src2_target;
2076 GLenum opr0_target, opr1_target, opr2_target;
2077 GLenum scal_target;
2078 GLenum opr=0, invopr, src3_target, opr3_target;
2079 BOOL Handled = FALSE;
2081 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2083 /* Operations usually involve two args, src0 and src1 and are operations
2084 * of the form (a1 <operation> a2). However, some of the more complex
2085 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2086 * Microsoft added in a third parameter called a0. Therefore these are
2087 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2088 * parameter goes to the front.
2090 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2091 * actual functions below, expect their syntax to differ slightly to those
2092 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2093 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2095 if (isAlpha)
2097 comb_target = GL_COMBINE_ALPHA;
2098 src0_target = GL_SOURCE0_ALPHA;
2099 src1_target = GL_SOURCE1_ALPHA;
2100 src2_target = GL_SOURCE2_ALPHA;
2101 opr0_target = GL_OPERAND0_ALPHA;
2102 opr1_target = GL_OPERAND1_ALPHA;
2103 opr2_target = GL_OPERAND2_ALPHA;
2104 scal_target = GL_ALPHA_SCALE;
2106 else
2108 comb_target = GL_COMBINE_RGB;
2109 src0_target = GL_SOURCE0_RGB;
2110 src1_target = GL_SOURCE1_RGB;
2111 src2_target = GL_SOURCE2_RGB;
2112 opr0_target = GL_OPERAND0_RGB;
2113 opr1_target = GL_OPERAND1_RGB;
2114 opr2_target = GL_OPERAND2_RGB;
2115 scal_target = GL_RGB_SCALE;
2118 /* If a texture stage references an invalid texture unit the stage just
2119 * passes through the result from the previous stage */
2120 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2122 arg1 = WINED3DTA_CURRENT;
2123 op = WINED3D_TOP_SELECT_ARG1;
2126 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2128 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2129 } else {
2130 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2132 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2133 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2135 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2137 Handled = TRUE; /* Assume will be handled */
2139 /* Other texture operations require special extensions: */
2140 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2142 if (isAlpha) {
2143 opr = GL_SRC_ALPHA;
2144 invopr = GL_ONE_MINUS_SRC_ALPHA;
2145 src3_target = GL_SOURCE3_ALPHA_NV;
2146 opr3_target = GL_OPERAND3_ALPHA_NV;
2147 } else {
2148 opr = GL_SRC_COLOR;
2149 invopr = GL_ONE_MINUS_SRC_COLOR;
2150 src3_target = GL_SOURCE3_RGB_NV;
2151 opr3_target = GL_OPERAND3_RGB_NV;
2153 switch (op)
2155 case WINED3D_TOP_DISABLE: /* Only for alpha */
2156 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2157 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2158 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2159 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2160 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2161 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2162 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2163 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2164 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2165 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2166 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2167 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2168 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2169 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2170 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2171 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2172 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2173 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2174 break;
2176 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2177 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2178 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2179 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2180 if (op == WINED3D_TOP_SELECT_ARG1)
2182 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2183 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2184 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2185 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2187 else
2189 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2190 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2191 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2192 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2194 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2195 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2196 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2197 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2198 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2199 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2200 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2201 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2202 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2203 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2204 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2205 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2206 break;
2208 case WINED3D_TOP_MODULATE:
2209 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2210 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2211 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2212 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2213 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2214 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2215 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2216 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2217 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2218 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2219 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2220 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2221 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2222 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2223 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2224 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2225 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2226 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2227 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2228 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2229 break;
2230 case WINED3D_TOP_MODULATE_2X:
2231 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2232 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2233 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2234 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2235 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2236 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2237 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2238 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2239 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2240 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2241 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2242 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2243 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2244 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2245 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2246 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2247 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2248 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2249 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2250 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2251 break;
2252 case WINED3D_TOP_MODULATE_4X:
2253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2254 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2255 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2256 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2257 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2258 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2259 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2260 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2261 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2262 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2263 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2264 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2265 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2266 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2268 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2269 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2270 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2271 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2272 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2273 break;
2275 case WINED3D_TOP_ADD:
2276 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2277 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2278 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2279 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2280 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2281 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2282 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2283 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2284 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2285 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2286 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2287 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2288 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2289 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2290 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2291 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2292 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2293 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2294 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2295 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2296 break;
2298 case WINED3D_TOP_ADD_SIGNED:
2299 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2300 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2301 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2302 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2303 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2304 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2305 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2306 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2307 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2308 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2309 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2310 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2311 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2312 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2314 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2315 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2316 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2317 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2318 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2319 break;
2321 case WINED3D_TOP_ADD_SIGNED_2X:
2322 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2323 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2324 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2325 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2326 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2327 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2328 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2329 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2330 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2331 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2332 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2333 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2335 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2337 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2339 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2340 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2341 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2342 break;
2344 case WINED3D_TOP_ADD_SMOOTH:
2345 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2346 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2347 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2348 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2349 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2350 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2351 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2352 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2353 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2354 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2355 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2356 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2357 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2358 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2359 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2360 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2361 switch (opr1) {
2362 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2363 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2364 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2365 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2368 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2369 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2370 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2371 break;
2373 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2374 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2375 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2376 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2377 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2378 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2379 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2380 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2381 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2383 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2385 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2387 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2389 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2391 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2393 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2394 break;
2395 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2397 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2399 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2401 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2403 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2404 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2405 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2407 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2409 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2411 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2412 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2413 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2415 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2416 break;
2417 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2418 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2419 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2420 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2421 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2423 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2424 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2425 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2426 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2427 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2429 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2431 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2433 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2435 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2437 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2438 break;
2439 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2441 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2442 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2443 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2445 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2446 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2447 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2449 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2451 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2453 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2455 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2456 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2457 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2458 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2459 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2460 break;
2461 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2463 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2464 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2465 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2466 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2467 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2468 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2469 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2470 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2471 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2472 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2473 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2474 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2475 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2476 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2477 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2478 switch (opr) {
2479 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2480 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2482 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2483 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2484 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2485 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2486 break;
2487 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2488 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2489 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2490 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2491 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2492 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2493 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2494 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2495 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2496 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2497 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2498 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2499 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2500 switch (opr1) {
2501 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2502 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2504 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2505 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2506 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2507 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2508 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2509 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2510 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2511 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2512 break;
2513 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2515 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2516 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2517 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2519 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2521 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2523 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2525 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2526 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2527 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2528 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2529 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2530 switch (opr1) {
2531 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2532 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2533 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2534 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2536 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2537 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2538 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2539 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2540 break;
2541 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2542 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2543 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2544 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2545 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2546 switch (opr1) {
2547 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2548 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2549 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2550 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2552 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2553 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2554 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2555 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2556 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2557 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2558 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2559 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2560 switch (opr1) {
2561 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2562 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2564 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2565 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2566 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2567 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2568 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2569 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2570 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2571 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2572 break;
2573 case WINED3D_TOP_MULTIPLY_ADD:
2574 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2575 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2576 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2577 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2578 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2579 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2580 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2581 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2582 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2583 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2584 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2585 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2586 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2587 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2588 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2589 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2590 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2591 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2592 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2593 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2594 break;
2596 case WINED3D_TOP_BUMPENVMAP:
2597 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2598 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2599 Handled = FALSE;
2600 break;
2602 default:
2603 Handled = FALSE;
2605 if (Handled)
2607 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2608 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2610 return;
2612 } /* GL_NV_texture_env_combine4 */
2614 Handled = TRUE; /* Again, assume handled */
2615 switch (op) {
2616 case WINED3D_TOP_DISABLE: /* Only for alpha */
2617 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2618 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2619 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2620 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2621 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2622 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2623 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2624 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2625 break;
2626 case WINED3D_TOP_SELECT_ARG1:
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2628 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2630 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2631 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2632 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2634 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2635 break;
2636 case WINED3D_TOP_SELECT_ARG2:
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2638 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2640 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2641 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2642 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2643 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2644 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2645 break;
2646 case WINED3D_TOP_MODULATE:
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2648 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2650 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2652 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2654 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2655 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2656 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2658 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2659 break;
2660 case WINED3D_TOP_MODULATE_2X:
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2662 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2664 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2666 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2668 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2670 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2672 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2673 break;
2674 case WINED3D_TOP_MODULATE_4X:
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2676 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2677 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2678 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2679 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2680 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2682 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2683 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2684 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2685 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2686 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2687 break;
2688 case WINED3D_TOP_ADD:
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2690 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2691 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2692 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2693 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2694 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2695 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2696 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2697 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2698 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2699 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2700 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2701 break;
2702 case WINED3D_TOP_ADD_SIGNED:
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2704 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2705 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2706 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2708 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2710 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2711 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2712 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2714 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2715 break;
2716 case WINED3D_TOP_ADD_SIGNED_2X:
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2718 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2719 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2720 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2722 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2723 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2724 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2725 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2726 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2727 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2728 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2729 break;
2730 case WINED3D_TOP_SUBTRACT:
2731 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2734 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2735 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2736 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2737 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2738 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2739 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2740 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2741 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2742 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2743 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2744 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2745 } else {
2746 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2748 break;
2750 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2751 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2752 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2753 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2754 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2755 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2756 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2757 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2758 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2759 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2760 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2761 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2762 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2763 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2764 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2765 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2766 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2767 break;
2768 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2770 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2771 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2772 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2773 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2774 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2775 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2776 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2777 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2778 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2779 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2780 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2781 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2782 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2783 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2784 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2785 break;
2786 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2788 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2789 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2790 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2791 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2792 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2794 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2795 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2796 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2797 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2798 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2799 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2800 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2801 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2802 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2803 break;
2804 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2805 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2806 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2807 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2808 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2809 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2810 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2811 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2812 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2813 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2814 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2815 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2816 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2817 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2818 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2819 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2820 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2821 break;
2822 case WINED3D_TOP_DOTPRODUCT3:
2823 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2825 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2826 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2828 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2830 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2831 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2832 } else {
2833 FIXME("This version of opengl does not support GL_DOT3\n");
2835 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2836 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2837 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2838 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2839 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2840 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2841 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2842 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2843 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2844 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2845 break;
2846 case WINED3D_TOP_LERP:
2847 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2848 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2849 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2850 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2851 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2852 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2853 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2854 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2855 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2856 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2857 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2858 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2859 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2860 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2861 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2862 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2863 break;
2864 case WINED3D_TOP_ADD_SMOOTH:
2865 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2867 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2868 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2869 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2870 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2871 switch (opr1) {
2872 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2873 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2874 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2875 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2877 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2878 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2879 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2880 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2881 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2882 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2883 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2884 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2885 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2886 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2887 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2888 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2889 } else
2890 Handled = FALSE;
2891 break;
2892 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2893 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2895 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2896 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2897 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2898 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2899 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2900 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2901 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2902 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2903 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2904 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2905 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2906 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2907 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2908 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2909 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2910 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2911 } else
2912 Handled = FALSE;
2913 break;
2914 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2915 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2917 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2918 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2919 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2920 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2921 switch (opr1) {
2922 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2923 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2924 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2925 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2927 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2928 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2929 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2930 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2931 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2932 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2933 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2934 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2935 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2936 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2937 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2938 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2939 } else
2940 Handled = FALSE;
2941 break;
2942 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2943 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2945 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2946 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2947 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2948 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2949 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2950 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2951 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2952 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2953 switch (opr1) {
2954 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2955 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2956 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2957 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2959 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2960 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2961 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2962 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2963 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2964 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2965 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2966 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2967 } else
2968 Handled = FALSE;
2969 break;
2970 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2971 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2973 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2974 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2975 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2976 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2977 switch (opr1) {
2978 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2979 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2980 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2981 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2983 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2984 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2985 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2986 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2987 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2988 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2989 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2990 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2991 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2992 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2993 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2994 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2995 } else
2996 Handled = FALSE;
2997 break;
2998 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2999 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3001 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3002 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3003 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3004 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3005 switch (opr1) {
3006 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3007 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3008 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3009 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3011 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3012 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3013 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3014 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3015 switch (opr1) {
3016 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3017 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3018 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3019 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3021 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3022 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3023 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3024 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3025 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3026 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3027 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3028 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3029 } else
3030 Handled = FALSE;
3031 break;
3032 case WINED3D_TOP_MULTIPLY_ADD:
3033 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3035 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3036 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3037 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3038 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3039 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3040 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3041 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3042 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3043 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3044 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3045 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3046 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3047 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3048 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3049 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3050 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3051 } else
3052 Handled = FALSE;
3053 break;
3054 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3055 case WINED3D_TOP_BUMPENVMAP:
3056 if (gl_info->supported[NV_TEXTURE_SHADER2])
3058 /* Technically texture shader support without register combiners is possible, but not expected to occur
3059 * on real world cards, so for now a fixme should be enough
3061 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3063 Handled = FALSE;
3064 break;
3066 default:
3067 Handled = FALSE;
3070 if (Handled) {
3071 BOOL combineOK = TRUE;
3072 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3074 DWORD op2;
3076 if (isAlpha)
3077 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3078 else
3079 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3081 /* Note: If COMBINE4 in effect can't go back to combine! */
3082 switch (op2)
3084 case WINED3D_TOP_ADD_SMOOTH:
3085 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3086 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3087 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3088 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3089 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3090 case WINED3D_TOP_MULTIPLY_ADD:
3091 /* Ignore those implemented in both cases */
3092 switch (op)
3094 case WINED3D_TOP_SELECT_ARG1:
3095 case WINED3D_TOP_SELECT_ARG2:
3096 combineOK = FALSE;
3097 Handled = FALSE;
3098 break;
3099 default:
3100 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3101 return;
3106 if (combineOK)
3108 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3109 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3111 return;
3115 /* After all the extensions, if still unhandled, report fixme */
3116 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3120 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3122 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3123 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3124 DWORD mapped_stage = context->tex_unit_map[stage];
3125 const struct wined3d_gl_info *gl_info = context->gl_info;
3127 TRACE("Setting color op for stage %d\n", stage);
3129 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3130 if (use_ps(state)) return;
3132 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3134 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3136 if (tex_used && mapped_stage >= gl_info->limits.textures)
3138 FIXME("Attempt to enable unsupported stage!\n");
3139 return;
3141 context_active_texture(context, gl_info, mapped_stage);
3144 if (stage >= context->lowest_disabled_stage)
3146 TRACE("Stage disabled\n");
3147 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3149 /* Disable everything here */
3150 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3151 checkGLcall("glDisable(GL_TEXTURE_2D)");
3152 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3153 checkGLcall("glDisable(GL_TEXTURE_3D)");
3154 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3156 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3157 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3159 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3161 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3162 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3165 /* All done */
3166 return;
3169 /* The sampler will also activate the correct texture dimensions, so no
3170 * need to do it here if the sampler for this stage is dirty. */
3171 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3172 texture_activate_dimensions(state->textures[stage], gl_info);
3174 set_tex_op(gl_info, state, FALSE, stage,
3175 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3176 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3177 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3178 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3181 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3183 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3184 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3185 DWORD mapped_stage = context->tex_unit_map[stage];
3186 const struct wined3d_gl_info *gl_info = context->gl_info;
3187 DWORD op, arg1, arg2, arg0;
3189 TRACE("Setting alpha op for stage %d\n", stage);
3190 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3191 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3193 if (tex_used && mapped_stage >= gl_info->limits.textures)
3195 FIXME("Attempt to enable unsupported stage!\n");
3196 return;
3198 context_active_texture(context, gl_info, mapped_stage);
3201 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3202 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3203 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3204 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3206 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3208 struct wined3d_texture *texture = state->textures[0];
3209 GLenum texture_dimensions = texture->target;
3211 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3213 if (texture->color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3215 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3216 * properly. On the other hand applications can still use texture combiners apparently. This code
3217 * takes care that apps cannot remove the texture's alpha channel entirely.
3219 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3220 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3221 * and alpha component of diffuse color to draw things like translucent text and perform other
3222 * blending effects.
3224 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3225 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3226 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3227 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3228 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3229 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3230 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3231 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3232 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3233 * alpha.
3235 * What to do with multitexturing? So far no app has been found that uses color keying with
3236 * multitexturing */
3237 if (op == WINED3D_TOP_DISABLE)
3239 arg1 = WINED3DTA_TEXTURE;
3240 op = WINED3D_TOP_SELECT_ARG1;
3242 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3244 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3246 arg2 = WINED3DTA_TEXTURE;
3247 op = WINED3D_TOP_MODULATE;
3249 else arg1 = WINED3DTA_TEXTURE;
3251 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3253 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3255 arg1 = WINED3DTA_TEXTURE;
3256 op = WINED3D_TOP_MODULATE;
3258 else arg2 = WINED3DTA_TEXTURE;
3264 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3265 * this if block here, and the other code(color keying, texture unit selection) are the same
3267 TRACE("Setting alpha op for stage %d\n", stage);
3268 if (gl_info->supported[NV_REGISTER_COMBINERS])
3270 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3271 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3273 else
3275 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3279 void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3281 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3282 const struct wined3d_device *device = context->swapchain->device;
3283 const struct wined3d_gl_info *gl_info = context->gl_info;
3284 DWORD mapped_stage = context->tex_unit_map[texUnit];
3285 BOOL generated;
3286 int coordIdx;
3288 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3289 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3291 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3292 return;
3295 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3296 if (mapped_stage >= gl_info->limits.textures) return;
3298 context_active_texture(context, gl_info, mapped_stage);
3299 generated = (state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3300 coordIdx = min(state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff], MAX_TEXTURES - 1);
3302 set_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + texUnit].u.m[0][0],
3303 state->texture_states[texUnit][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3304 generated, context->last_was_rhw,
3305 context->stream_info.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3306 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3307 : WINED3DFMT_UNKNOWN,
3308 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv));
3310 /* The sampler applying function calls us if this changes */
3311 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3313 if(generated) {
3314 FIXME("Non-power2 texture being used with generated texture coords\n");
3316 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3317 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3318 if (!use_ps(state))
3320 TRACE("Non power two matrix multiply fixup\n");
3321 gl_info->gl_ops.gl.p_glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3326 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3328 unsigned int texture_idx;
3330 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3332 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3333 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3337 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3338 GLuint *curVBO, const struct wined3d_state *state)
3340 const struct wined3d_gl_info *gl_info = context->gl_info;
3341 unsigned int mapped_stage = 0;
3342 unsigned int textureNo = 0;
3344 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3346 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3348 mapped_stage = context->tex_unit_map[textureNo];
3349 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3351 if (mapped_stage >= gl_info->limits.texture_coords)
3353 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3354 continue;
3357 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3359 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3361 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3362 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3364 if (*curVBO != e->data.buffer_object)
3366 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
3367 checkGLcall("glBindBuffer");
3368 *curVBO = e->data.buffer_object;
3371 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3372 checkGLcall("glClientActiveTextureARB");
3374 /* The coords to supply depend completely on the fvf / vertex shader */
3375 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3376 e->data.addr + state->load_base_vertex_index * e->stride);
3377 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3379 else
3381 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3384 if (gl_info->supported[NV_REGISTER_COMBINERS])
3386 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3387 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3389 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3393 checkGLcall("loadTexCoords");
3396 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3398 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3399 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3400 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3401 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3402 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3403 const struct wined3d_gl_info *gl_info = context->gl_info;
3404 DWORD mapped_stage = context->tex_unit_map[stage];
3406 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3408 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3409 return;
3412 if (mapped_stage >= gl_info->limits.fragment_samplers)
3414 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3415 return;
3417 context_active_texture(context, gl_info, mapped_stage);
3419 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3421 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3422 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3423 * means use the vertex position (camera-space) as the input texture coordinates
3424 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3425 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3426 * to the TEXCOORDINDEX value
3428 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3430 case WINED3DTSS_TCI_PASSTHRU:
3431 /* Use the specified texture coordinates contained within the
3432 * vertex format. This value resolves to zero. */
3433 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3434 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3435 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3436 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3437 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3438 break;
3440 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3441 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3442 * as the input texture coordinates for this stage's texture transformation. This
3443 * equates roughly to EYE_LINEAR */
3445 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3446 gl_info->gl_ops.gl.p_glPushMatrix();
3447 gl_info->gl_ops.gl.p_glLoadIdentity();
3448 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3449 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3450 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3451 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3452 gl_info->gl_ops.gl.p_glPopMatrix();
3453 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3455 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3456 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3457 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3458 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3460 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3461 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3462 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3463 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3465 break;
3467 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3468 /* Note that NV_TEXGEN_REFLECTION support is implied when
3469 * ARB_TEXTURE_CUBE_MAP is supported */
3470 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3472 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3473 break;
3476 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3477 gl_info->gl_ops.gl.p_glPushMatrix();
3478 gl_info->gl_ops.gl.p_glLoadIdentity();
3479 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3480 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3481 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3482 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3483 gl_info->gl_ops.gl.p_glPopMatrix();
3484 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3486 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3487 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3488 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3489 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3491 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3492 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3493 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3494 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3496 break;
3498 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3499 /* Note that NV_TEXGEN_REFLECTION support is implied when
3500 * ARB_TEXTURE_CUBE_MAP is supported */
3501 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3503 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3504 break;
3507 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3508 gl_info->gl_ops.gl.p_glPushMatrix();
3509 gl_info->gl_ops.gl.p_glLoadIdentity();
3510 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3511 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3512 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3513 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3514 gl_info->gl_ops.gl.p_glPopMatrix();
3515 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3517 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3518 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3519 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3520 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3522 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3523 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3524 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3525 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3527 break;
3529 case WINED3DTSS_TCI_SPHEREMAP:
3530 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3531 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3532 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3534 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3535 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3536 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3537 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3539 break;
3541 default:
3542 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3543 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3544 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3545 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3546 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3547 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3548 checkGLcall("Disable texgen.");
3550 break;
3553 /* Update the texture matrix. */
3554 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3555 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3557 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3559 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3560 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3561 * and do all the things linked to it
3562 * TODO: Tidy that up to reload only the arrays of the changed unit
3564 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3566 unload_tex_coords(gl_info);
3567 load_tex_coords(context, &context->stream_info, &curVBO, state);
3571 void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3573 const DWORD sampler = state_id - STATE_SAMPLER(0);
3574 const struct wined3d_texture *texture = state->textures[sampler];
3576 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3578 if(!texture) return;
3579 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3580 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3581 * scaling is reapplied or removed, the texture matrix has to be reapplied
3583 * The mapped stage is already active because the sampler() function below, which is part of the
3584 * misc pipeline
3586 if (sampler < MAX_TEXTURES)
3588 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3590 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3592 if (texIsPow2)
3593 context->lastWasPow2Texture |= 1 << sampler;
3594 else
3595 context->lastWasPow2Texture &= ~(1 << sampler);
3597 transform_texture(context, state,
3598 STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3603 static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
3604 enum wined3d_texture_address t)
3606 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3608 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3609 return WINED3D_TADDRESS_WRAP;
3612 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3613 if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
3614 && t == WINED3D_TADDRESS_WRAP))
3615 return WINED3D_TADDRESS_CLAMP;
3617 return t;
3620 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3621 const struct wined3d_gl_info *gl_info, const DWORD *sampler_states, const struct wined3d_texture *texture)
3623 union
3625 float f;
3626 DWORD d;
3627 } lod_bias;
3629 desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3630 desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3631 desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3632 D3DCOLORTOGLFLOAT4(sampler_states[WINED3D_SAMP_BORDER_COLOR], desc->border_color);
3633 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3634 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3635 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3636 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3637 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3638 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3639 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3640 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3641 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3642 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3643 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3644 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3645 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3646 desc->lod_bias = lod_bias.f;
3647 desc->min_lod = -1000.0f;
3648 desc->max_lod = 1000.0f;
3649 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3650 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3651 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3652 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3653 || (texture->flags & WINED3D_TEXTURE_COND_NP2))
3654 desc->max_anisotropy = 1;
3655 desc->compare = texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW;
3656 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3657 desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
3659 if (!(texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING))
3661 desc->mag_filter = WINED3D_TEXF_POINT;
3662 desc->min_filter = WINED3D_TEXF_POINT;
3663 desc->mip_filter = WINED3D_TEXF_NONE;
3666 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3668 desc->mip_filter = WINED3D_TEXF_NONE;
3669 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3670 desc->min_filter = WINED3D_TEXF_POINT;
3674 /* Enabling and disabling texture dimensions is done by texture stage state /
3675 * pixel shader setup, this function only has to bind textures and set the per
3676 * texture states. */
3677 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3679 DWORD sampler_idx = state_id - STATE_SAMPLER(0);
3680 DWORD mapped_stage = context->tex_unit_map[sampler_idx];
3681 const struct wined3d_gl_info *gl_info = context->gl_info;
3683 TRACE("Sampler %u.\n", sampler_idx);
3686 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3688 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3689 return;
3692 if (mapped_stage >= gl_info->limits.combined_samplers)
3694 return;
3696 context_active_texture(context, gl_info, mapped_stage);
3698 if (state->textures[sampler_idx])
3700 struct wined3d_texture *texture = state->textures[sampler_idx];
3701 BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
3702 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3703 struct wined3d_sampler_desc desc;
3704 struct gl_texture *gl_tex;
3705 unsigned int base_level;
3707 wined3d_sampler_desc_from_sampler_states(&desc, gl_info, sampler_states, texture);
3709 wined3d_texture_bind(texture, context, srgb);
3710 if (!gl_info->supported[ARB_SAMPLER_OBJECTS])
3712 wined3d_texture_apply_sampler_desc(texture, &desc, gl_info);
3714 else
3716 struct wined3d_device *device = context->swapchain->device;
3717 struct wined3d_sampler *sampler;
3718 struct wine_rb_entry *entry;
3720 if ((entry = wine_rb_get(&device->samplers, &desc)))
3722 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3724 else
3726 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &sampler)))
3728 ERR("Failed to create sampler.\n");
3729 sampler = NULL;
3731 else
3733 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3734 ERR("Failed to insert sampler.\n");
3738 if (sampler)
3740 GL_EXTCALL(glBindSampler(sampler_idx, sampler->name));
3741 checkGLcall("glBindSampler");
3745 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3746 base_level = 0;
3747 else if (desc.mip_filter == WINED3D_TEXF_NONE)
3748 base_level = texture->lod;
3749 else
3750 base_level = min(max(sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL],
3751 texture->lod), texture->level_count - 1);
3753 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
3754 if (base_level != gl_tex->base_level)
3756 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
3757 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
3758 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
3759 * corresponds to GL_TEXTURE_BASE_LEVEL. */
3760 gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
3761 gl_tex->base_level = base_level;
3764 if (!use_ps(state) && sampler_idx < context->lowest_disabled_stage)
3766 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler_idx)
3768 /* If color keying is enabled update the alpha test, it
3769 * depends on the existence of a color key in stage 0. */
3770 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3774 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3775 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3776 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3778 else
3780 if (sampler_idx < context->lowest_disabled_stage)
3782 /* TODO: What should I do with pixel shaders here ??? */
3783 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler_idx)
3785 /* If color keying is enabled update the alpha test, it
3786 * depends on the existence of a color key in stage 0. */
3787 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3789 } /* Otherwise tex_colorop disables the stage */
3790 context_bind_texture(context, GL_NONE, 0);
3794 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3796 unsigned int i;
3798 if (use_ps(state))
3800 if (!context->last_was_pshader)
3802 /* Former draw without a pixel shader, some samplers may be
3803 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3804 * make sure to enable them. */
3805 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3807 if (!isStateDirty(context, STATE_SAMPLER(i)))
3808 sampler(context, state, STATE_SAMPLER(i));
3810 context->last_was_pshader = TRUE;
3812 else
3814 /* Otherwise all samplers were activated by the code above in
3815 * earlier draws, or by sampler() if a different texture was
3816 * bound. I don't have to do anything. */
3819 else
3821 /* Disabled the pixel shader - color ops weren't applied while it was
3822 * enabled, so re-apply them. */
3823 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3825 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3826 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3828 context->last_was_pshader = FALSE;
3831 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
3834 static void state_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3836 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_GEOMETRY;
3839 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3841 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3844 void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3846 const struct wined3d_gl_info *gl_info = context->gl_info;
3848 /* This function is called by transform_view below if the view matrix was changed too
3850 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3851 * does not always update the world matrix, only on a switch between transformed
3852 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3853 * draw, but that should be rather rare and cheaper in total.
3855 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3856 checkGLcall("glMatrixMode");
3858 if (context->last_was_rhw)
3860 gl_info->gl_ops.gl.p_glLoadIdentity();
3861 checkGLcall("glLoadIdentity()");
3863 else
3865 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3866 checkGLcall("glLoadMatrixf");
3867 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]);
3868 checkGLcall("glMultMatrixf");
3872 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3874 const struct wined3d_gl_info *gl_info = context->gl_info;
3875 UINT index = state_id - STATE_CLIPPLANE(0);
3876 GLdouble plane[4];
3878 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes)
3879 return;
3881 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3882 gl_info->gl_ops.gl.p_glPushMatrix();
3884 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3885 if (!use_vs(state))
3886 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3887 else
3888 /* With vertex shaders, clip planes are not transformed in Direct3D,
3889 * while in OpenGL they are still transformed by the model view matix. */
3890 gl_info->gl_ops.gl.p_glLoadIdentity();
3892 plane[0] = state->clip_planes[index].x;
3893 plane[1] = state->clip_planes[index].y;
3894 plane[2] = state->clip_planes[index].z;
3895 plane[3] = state->clip_planes[index].w;
3897 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3898 plane[0], plane[1], plane[2], plane[3]);
3899 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3900 checkGLcall("glClipPlane");
3902 gl_info->gl_ops.gl.p_glPopMatrix();
3905 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3907 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3908 const struct wined3d_gl_info *gl_info = context->gl_info;
3909 GLenum glMat;
3911 TRACE("Setting world matrix %d\n", matrix);
3913 if (matrix >= gl_info->limits.blends)
3915 WARN("Unsupported blend matrix set\n");
3916 return;
3919 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3920 return;
3922 /* GL_MODELVIEW0_ARB: 0x1700
3923 * GL_MODELVIEW1_ARB: 0x850a
3924 * GL_MODELVIEW2_ARB: 0x8722
3925 * GL_MODELVIEW3_ARB: 0x8723
3926 * etc
3927 * GL_MODELVIEW31_ARB: 0x873f
3929 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3930 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3932 gl_info->gl_ops.gl.p_glMatrixMode(glMat);
3933 checkGLcall("glMatrixMode(glMat)");
3935 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3936 * matrices while gl uses only 2. To avoid weighting the view matrix
3937 * incorrectly it has to be multiplied into every GL modelview matrix. */
3938 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3939 checkGLcall("glLoadMatrixf");
3940 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]);
3941 checkGLcall("glMultMatrixf");
3944 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3946 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3947 static unsigned int once;
3949 if (f == WINED3D_VBF_DISABLE)
3950 return;
3952 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3953 else WARN("Vertex blend flags %#x not supported.\n", f);
3956 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3958 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3959 struct wined3d_device *device = context->swapchain->device;
3960 const struct wined3d_gl_info *gl_info = context->gl_info;
3961 static unsigned int once;
3963 switch (val)
3965 case WINED3D_VBF_1WEIGHTS:
3966 case WINED3D_VBF_2WEIGHTS:
3967 case WINED3D_VBF_3WEIGHTS:
3968 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
3969 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3971 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3972 * This is enabled at context creation with enabling
3973 * GL_WEIGHT_SUM_UNITY_ARB. */
3974 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3976 if (!device->vertexBlendUsed)
3978 unsigned int i;
3979 for (i = 1; i < gl_info->limits.blends; ++i)
3981 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3982 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3984 device->vertexBlendUsed = TRUE;
3986 break;
3988 case WINED3D_VBF_TWEENING:
3989 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3990 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3991 else WARN("Vertex blend flags %#x not supported.\n", val);
3992 /* Fall through. */
3993 case WINED3D_VBF_DISABLE:
3994 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
3995 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3996 break;
4000 void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4002 const struct wined3d_gl_info *gl_info = context->gl_info;
4003 const struct wined3d_light_info *light = NULL;
4004 unsigned int k;
4006 /* If we are changing the View matrix, reset the light and clipping planes to the new view
4007 * NOTE: We have to reset the positions even if the light/plane is not currently
4008 * enabled, since the call to enable it will not reset the position.
4009 * NOTE2: Apparently texture transforms do NOT need reapplying
4012 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4013 checkGLcall("glMatrixMode(GL_MODELVIEW)");
4014 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
4015 checkGLcall("glLoadMatrixf(...)");
4017 /* Reset lights. TODO: Call light apply func */
4018 for (k = 0; k < gl_info->limits.lights; ++k)
4020 if (!(light = state->lights[k]))
4021 continue;
4022 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
4023 checkGLcall("glLightfv posn");
4024 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
4025 checkGLcall("glLightfv dirn");
4028 /* Reset Clipping Planes */
4029 for (k = 0; k < gl_info->limits.clipplanes; ++k)
4031 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
4032 clipplane(context, state, STATE_CLIPPLANE(k));
4035 if (context->last_was_rhw)
4037 gl_info->gl_ops.gl.p_glLoadIdentity();
4038 checkGLcall("glLoadIdentity()");
4039 /* No need to update the world matrix, the identity is fine */
4040 return;
4043 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
4044 * No need to do it here if the state is scheduled for update. */
4045 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4046 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4048 /* Avoid looping over a number of matrices if the app never used the functionality */
4049 if (context->swapchain->device->vertexBlendUsed)
4051 for (k = 1; k < gl_info->limits.blends; ++k)
4053 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
4054 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
4059 void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4061 const struct wined3d_gl_info *gl_info = context->gl_info;
4063 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
4064 checkGLcall("glMatrixMode(GL_PROJECTION)");
4066 /* There are a couple of additional things we have to take into account
4067 * here besides the projection transformation itself:
4068 * - We need to flip along the y-axis in case of offscreen rendering.
4069 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4070 * - D3D coordinates refer to pixel centers while GL coordinates refer
4071 * to pixel corners.
4072 * - D3D has a top-left filling convention. We need to maintain this
4073 * even after the y-flip mentioned above.
4074 * In order to handle the last two points, we translate by
4075 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4076 * translating slightly less than half a pixel. We want the difference to
4077 * be large enough that it doesn't get lost due to rounding inside the
4078 * driver, but small enough to prevent it from interfering with any
4079 * anti-aliasing. */
4081 if (context->last_was_rhw)
4083 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4084 double x = state->viewport.x;
4085 double y = state->viewport.y;
4086 double w = state->viewport.width;
4087 double h = state->viewport.height;
4088 double x_scale = 2.0 / w;
4089 double x_offset = ((63.0 / 64.0) - (2.0 * x) - w) / w;
4090 double y_scale = context->render_offscreen ? 2.0 / h : 2.0 / -h;
4091 double y_offset = context->render_offscreen
4092 ? ((63.0 / 64.0) - (2.0 * y) - h) / h
4093 : ((63.0 / 64.0) - (2.0 * y) - h) / -h;
4094 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4095 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4096 double z_scale = zenable ? 2.0f : 0.0f;
4097 double z_offset = zenable ? -1.0f : 0.0f;
4098 const GLdouble projection[] =
4100 x_scale, 0.0, 0.0, 0.0,
4101 0.0, y_scale, 0.0, 0.0,
4102 0.0, 0.0, z_scale, 0.0,
4103 x_offset, y_offset, z_offset, 1.0,
4106 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
4107 checkGLcall("glLoadMatrixd");
4109 else
4111 double y_scale = context->render_offscreen ? -1.0 : 1.0;
4112 double x_offset = (63.0 / 64.0) / state->viewport.width;
4113 double y_offset = context->render_offscreen
4114 ? (63.0 / 64.0) / state->viewport.height
4115 : -(63.0 / 64.0) / state->viewport.height;
4116 const GLdouble projection[] =
4118 1.0, 0.0, 0.0, 0.0,
4119 0.0, y_scale, 0.0, 0.0,
4120 0.0, 0.0, 2.0, 0.0,
4121 x_offset, y_offset, -1.0, 1.0,
4124 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
4125 checkGLcall("glLoadMatrixd");
4127 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_PROJECTION].u.m[0][0]);
4128 checkGLcall("glLoadMatrixf");
4132 /* This should match any arrays loaded in load_vertex_data.
4133 * TODO: Only load / unload arrays if we have to. */
4134 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
4136 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
4137 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
4138 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
4139 if (gl_info->supported[EXT_SECONDARY_COLOR])
4140 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4141 if (gl_info->supported[ARB_VERTEX_BLEND])
4142 gl_info->gl_ops.gl.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4143 unload_tex_coords(gl_info);
4146 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4148 const struct wined3d_gl_info *gl_info = context->gl_info;
4150 GL_EXTCALL(glDisableVertexAttribArray(i));
4151 checkGLcall("glDisableVertexAttribArray");
4152 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4153 GL_EXTCALL(glVertexAttribDivisor(i, 0));
4155 context->numbered_array_mask &= ~(1 << i);
4158 /* This should match any arrays loaded in loadNumberedArrays
4159 * TODO: Only load / unload arrays if we have to. */
4160 static void unload_numbered_arrays(struct wined3d_context *context)
4162 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4163 int i;
4165 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
4166 unload_numbered_array(context, i);
4170 static void load_numbered_arrays(struct wined3d_context *context,
4171 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4173 const struct wined3d_gl_info *gl_info = context->gl_info;
4174 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4175 int i;
4177 /* Default to no instancing */
4178 context->instance_count = 0;
4180 for (i = 0; i < MAX_ATTRIBS; i++)
4182 const struct wined3d_stream_state *stream;
4184 if (!(stream_info->use_map & (1 << i)))
4186 if (context->numbered_array_mask & (1 << i))
4187 unload_numbered_array(context, i);
4188 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.input_registers & (1 << i))
4189 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
4190 continue;
4193 stream = &state->streams[stream_info->elements[i].stream_idx];
4195 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4197 if (!context->instance_count)
4198 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
4200 if (!gl_info->supported[ARB_INSTANCED_ARRAYS])
4202 /* Unload instanced arrays, they will be loaded using
4203 * immediate mode instead. */
4204 if (context->numbered_array_mask & (1 << i))
4205 unload_numbered_array(context, i);
4206 continue;
4209 GL_EXTCALL(glVertexAttribDivisor(i, 1));
4211 else if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4213 GL_EXTCALL(glVertexAttribDivisor(i, 0));
4216 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4218 if (stream_info->elements[i].stride)
4220 if (curVBO != stream_info->elements[i].data.buffer_object)
4222 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, stream_info->elements[i].data.buffer_object));
4223 checkGLcall("glBindBuffer");
4224 curVBO = stream_info->elements[i].data.buffer_object;
4226 /* Use the VBO to find out if a vertex buffer exists, not the vb
4227 * pointer. vb can point to a user pointer data blob. In that case
4228 * curVBO will be 0. If there is a vertex buffer but no vbo we
4229 * won't be load converted attributes anyway. */
4230 GL_EXTCALL(glVertexAttribPointer(i, stream_info->elements[i].format->gl_vtx_format,
4231 stream_info->elements[i].format->gl_vtx_type,
4232 stream_info->elements[i].format->gl_normalized,
4233 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4234 + state->load_base_vertex_index * stream_info->elements[i].stride));
4236 if (!(context->numbered_array_mask & (1 << i)))
4238 GL_EXTCALL(glEnableVertexAttribArray(i));
4239 context->numbered_array_mask |= (1 << i);
4242 else
4244 /* Stride = 0 means always the same values.
4245 * glVertexAttribPointer doesn't do that. Instead disable the
4246 * pointer and set up the attribute statically. But we have to
4247 * figure out the system memory address. */
4248 const BYTE *ptr = stream_info->elements[i].data.addr;
4249 if (stream_info->elements[i].data.buffer_object)
4251 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context);
4254 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4256 switch (stream_info->elements[i].format->id)
4258 case WINED3DFMT_R32_FLOAT:
4259 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
4260 break;
4261 case WINED3DFMT_R32G32_FLOAT:
4262 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
4263 break;
4264 case WINED3DFMT_R32G32B32_FLOAT:
4265 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
4266 break;
4267 case WINED3DFMT_R32G32B32A32_FLOAT:
4268 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
4269 break;
4271 case WINED3DFMT_R8G8B8A8_UINT:
4272 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
4273 break;
4274 case WINED3DFMT_B8G8R8A8_UNORM:
4275 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4277 const DWORD *src = (const DWORD *)ptr;
4278 DWORD c = *src & 0xff00ff00;
4279 c |= (*src & 0xff0000) >> 16;
4280 c |= (*src & 0xff) << 16;
4281 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
4282 break;
4284 /* else fallthrough */
4285 case WINED3DFMT_R8G8B8A8_UNORM:
4286 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
4287 break;
4289 case WINED3DFMT_R16G16_SINT:
4290 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
4291 break;
4292 case WINED3DFMT_R16G16B16A16_SINT:
4293 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
4294 break;
4296 case WINED3DFMT_R16G16_SNORM:
4298 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4299 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
4300 break;
4302 case WINED3DFMT_R16G16_UNORM:
4304 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4305 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
4306 break;
4308 case WINED3DFMT_R16G16B16A16_SNORM:
4309 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
4310 break;
4311 case WINED3DFMT_R16G16B16A16_UNORM:
4312 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
4313 break;
4315 case WINED3DFMT_R10G10B10A2_UINT:
4316 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4317 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4318 break;
4319 case WINED3DFMT_R10G10B10A2_SNORM:
4320 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4321 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4322 break;
4324 case WINED3DFMT_R16G16_FLOAT:
4325 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4327 /* Not supported by GL_ARB_half_float_vertex. */
4328 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
4330 else
4332 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4333 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4334 GL_EXTCALL(glVertexAttrib2f(i, x, y));
4336 break;
4337 case WINED3DFMT_R16G16B16A16_FLOAT:
4338 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4340 /* Not supported by GL_ARB_half_float_vertex. */
4341 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
4343 else
4345 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4346 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4347 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
4348 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
4349 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
4351 break;
4353 default:
4354 ERR("Unexpected declaration in stride 0 attributes\n");
4355 break;
4360 checkGLcall("Loading numbered arrays");
4363 static void load_vertex_data(struct wined3d_context *context,
4364 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4366 const struct wined3d_gl_info *gl_info = context->gl_info;
4367 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4368 const struct wined3d_stream_info_element *e;
4370 TRACE("Using fast vertex array code\n");
4372 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4373 context->instance_count = 0;
4375 /* Blend Data ---------------------------------------------- */
4376 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4377 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4379 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4381 if (gl_info->supported[ARB_VERTEX_BLEND])
4383 TRACE("Blend %u %p %u\n", e->format->component_count,
4384 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4386 gl_info->gl_ops.gl.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4387 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4389 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4391 if (curVBO != e->data.buffer_object)
4393 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4394 checkGLcall("glBindBuffer");
4395 curVBO = e->data.buffer_object;
4398 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4399 e->format->gl_vtx_format,
4400 e->format->gl_vtx_type,
4401 e->stride,
4402 e->data.addr + state->load_base_vertex_index * e->stride);
4403 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4404 e->data.addr + state->load_base_vertex_index * e->stride));
4406 checkGLcall("glWeightPointerARB");
4408 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4410 static BOOL warned;
4411 if (!warned)
4413 FIXME("blendMatrixIndices support\n");
4414 warned = TRUE;
4417 } else {
4418 /* TODO: support blends in drawStridedSlow
4419 * No need to write a FIXME here, this is done after the general vertex decl decoding
4421 WARN("unsupported blending in openGl\n");
4424 else
4426 if (gl_info->supported[ARB_VERTEX_BLEND])
4428 static const GLbyte one = 1;
4429 GL_EXTCALL(glWeightbvARB(1, &one));
4430 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4434 /* Point Size ----------------------------------------------*/
4435 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4437 /* no such functionality in the fixed function GL pipeline */
4438 TRACE("Cannot change ptSize here in openGl\n");
4439 /* TODO: Implement this function in using shaders if they are available */
4442 /* Vertex Pointers -----------------------------------------*/
4443 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4445 e = &si->elements[WINED3D_FFP_POSITION];
4447 if (curVBO != e->data.buffer_object)
4449 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4450 checkGLcall("glBindBuffer");
4451 curVBO = e->data.buffer_object;
4454 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4455 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4456 e->data.addr + state->load_base_vertex_index * e->stride);
4457 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4458 e->data.addr + state->load_base_vertex_index * e->stride);
4459 checkGLcall("glVertexPointer(...)");
4460 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
4461 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4464 /* Normals -------------------------------------------------*/
4465 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4467 e = &si->elements[WINED3D_FFP_NORMAL];
4469 if (curVBO != e->data.buffer_object)
4471 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4472 checkGLcall("glBindBuffer");
4473 curVBO = e->data.buffer_object;
4476 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4477 e->data.addr + state->load_base_vertex_index * e->stride);
4478 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
4479 e->data.addr + state->load_base_vertex_index * e->stride);
4480 checkGLcall("glNormalPointer(...)");
4481 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
4482 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4485 else
4487 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
4488 checkGLcall("glNormal3f(0, 0, 0)");
4491 /* Diffuse Colour --------------------------------------------*/
4492 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4494 e = &si->elements[WINED3D_FFP_DIFFUSE];
4496 if (curVBO != e->data.buffer_object)
4498 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4499 checkGLcall("glBindBuffer");
4500 curVBO = e->data.buffer_object;
4503 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4504 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4505 e->data.addr + state->load_base_vertex_index * e->stride);
4506 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4507 e->data.addr + state->load_base_vertex_index * e->stride);
4508 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4509 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
4510 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4513 else
4515 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4516 checkGLcall("glColor4f(1, 1, 1, 1)");
4519 /* Specular Colour ------------------------------------------*/
4520 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4522 TRACE("setting specular colour\n");
4524 e = &si->elements[WINED3D_FFP_SPECULAR];
4526 if (gl_info->supported[EXT_SECONDARY_COLOR])
4528 GLenum type = e->format->gl_vtx_type;
4529 GLint format = e->format->gl_vtx_format;
4531 if (curVBO != e->data.buffer_object)
4533 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4534 checkGLcall("glBindBuffer");
4535 curVBO = e->data.buffer_object;
4538 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4540 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4541 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4542 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4543 * 4 component secondary colors use it
4545 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4546 e->data.addr + state->load_base_vertex_index * e->stride);
4547 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4548 e->data.addr + state->load_base_vertex_index * e->stride));
4549 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4551 else
4553 switch(type)
4555 case GL_UNSIGNED_BYTE:
4556 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4557 e->data.addr + state->load_base_vertex_index * e->stride);
4558 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4559 e->data.addr + state->load_base_vertex_index * e->stride));
4560 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4561 break;
4563 default:
4564 FIXME("Add 4 component specular color pointers for type %x\n", type);
4565 /* Make sure that the right color component is dropped */
4566 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4567 e->data.addr + state->load_base_vertex_index * e->stride);
4568 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4569 e->data.addr + state->load_base_vertex_index * e->stride));
4570 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4573 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4574 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4576 else
4578 WARN("Specular colour is not supported in this GL implementation.\n");
4581 else
4583 if (gl_info->supported[EXT_SECONDARY_COLOR])
4585 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4586 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4588 else
4590 WARN("Specular colour is not supported in this GL implementation.\n");
4594 /* Texture coords -------------------------------------------*/
4595 load_tex_coords(context, si, &curVBO, state);
4598 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4600 BOOL load_numbered = use_vs(state) && !context->use_immediate_mode_draw;
4601 BOOL load_named = !use_vs(state) && !context->use_immediate_mode_draw;
4603 if (isStateDirty(context, STATE_VDECL)) return;
4604 if (context->numberedArraysLoaded && !load_numbered)
4606 unload_numbered_arrays(context);
4607 context->numberedArraysLoaded = FALSE;
4608 context->numbered_array_mask = 0;
4610 else if (context->namedArraysLoaded)
4612 unload_vertex_data(context->gl_info);
4613 context->namedArraysLoaded = FALSE;
4616 if (load_numbered)
4618 TRACE("Loading numbered arrays\n");
4619 load_numbered_arrays(context, &context->stream_info, state);
4620 context->numberedArraysLoaded = TRUE;
4622 else if (load_named)
4624 TRACE("Loading vertex data\n");
4625 load_vertex_data(context, &context->stream_info, state);
4626 context->namedArraysLoaded = TRUE;
4630 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4632 if (isStateDirty(context, STATE_STREAMSRC))
4633 return;
4634 streamsrc(context, state, STATE_STREAMSRC);
4637 void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4639 const struct wined3d_gl_info *gl_info = context->gl_info;
4640 BOOL useVertexShaderFunction = use_vs(state);
4641 BOOL updateFog = FALSE;
4642 BOOL transformed;
4643 BOOL wasrhw = context->last_was_rhw;
4644 unsigned int i;
4646 transformed = context->stream_info.position_transformed;
4647 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4648 updateFog = TRUE;
4650 context->last_was_rhw = transformed;
4652 /* Don't have to apply the matrices when vertex shaders are used. When
4653 * vshaders are turned off this function will be called again anyway to
4654 * make sure they're properly set. */
4655 if (!useVertexShaderFunction)
4657 /* TODO: Move this mainly to the viewport state and only apply when
4658 * the vp has changed or transformed / untransformed was switched. */
4659 if (wasrhw != context->last_was_rhw
4660 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4661 && !isStateDirty(context, STATE_VIEWPORT))
4662 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4663 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4664 * mode.
4666 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4667 * this check will fail and the matrix not applied again. This is OK because a simple
4668 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4669 * needs of the vertex declaration.
4671 * World and view matrix go into the same gl matrix, so only apply them when neither is
4672 * dirty
4674 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4675 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4676 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4677 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4678 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4679 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4680 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4682 if (context->last_was_vshader)
4684 updateFog = TRUE;
4686 if (!context->d3d_info->vs_clipping
4687 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4689 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4692 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4694 clipplane(context, state, STATE_CLIPPLANE(i));
4697 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4698 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4700 else
4702 if(!context->last_was_vshader) {
4703 static BOOL warned = FALSE;
4704 if (!context->d3d_info->vs_clipping)
4706 /* Disable all clip planes to get defined results on all drivers. See comment in the
4707 * state_clipping state handler
4709 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4711 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0 + i);
4712 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4715 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4717 FIXME("Clipping not supported with vertex shaders\n");
4718 warned = TRUE;
4721 if (wasrhw)
4723 /* Apply the transform matrices when switching from rhw
4724 * drawing to vertex shaders. Vertex shaders themselves do
4725 * not need it, but the matrices are not reapplied
4726 * automatically when switching back from vertex shaders to
4727 * fixed function processing. So make sure we leave the fixed
4728 * function vertex processing states back in a sane state
4729 * before switching to shaders. */
4730 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4731 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4732 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4733 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4735 updateFog = TRUE;
4737 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4738 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4739 * device->vs_clipping is false.
4741 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4743 clipplane(context, state, STATE_CLIPPLANE(i));
4748 context->last_was_vshader = useVertexShaderFunction;
4749 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
4751 if (updateFog)
4752 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4754 if (!useVertexShaderFunction)
4756 unsigned int i;
4758 for (i = 0; i < MAX_TEXTURES; ++i)
4760 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4761 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4764 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4765 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4766 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
4770 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4772 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4773 const struct wined3d_gl_info *gl_info = context->gl_info;
4774 struct wined3d_viewport vp = state->viewport;
4776 if (vp.width > target->width)
4777 vp.width = target->width;
4778 if (vp.height > target->height)
4779 vp.height = target->height;
4781 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4782 checkGLcall("glDepthRange");
4783 /* Note: GL requires lower left, DirectX supplies upper left. This is
4784 * reversed when using offscreen rendering. */
4785 if (context->render_offscreen)
4787 gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
4789 else
4791 UINT width, height;
4793 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4794 gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
4795 vp.width, vp.height);
4797 checkGLcall("glViewport");
4800 void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4802 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4803 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4804 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4805 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4806 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4807 /* Update the position fixup. */
4808 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
4811 void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4813 const struct wined3d_gl_info *gl_info = context->gl_info;
4814 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4815 const struct wined3d_light_info *lightInfo = state->lights[Index];
4817 if (!lightInfo)
4819 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4820 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4822 else
4824 float quad_att;
4825 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4827 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4828 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4829 gl_info->gl_ops.gl.p_glPushMatrix();
4830 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
4832 /* Diffuse: */
4833 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4834 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4835 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4836 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4837 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4838 checkGLcall("glLightfv");
4840 /* Specular */
4841 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4842 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4843 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4844 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4845 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4846 checkGLcall("glLightfv");
4848 /* Ambient */
4849 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4850 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4851 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4852 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4853 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4854 checkGLcall("glLightfv");
4856 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4857 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4858 else
4859 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4861 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4862 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4863 * Attenuation0 to NaN and crashes in the gl lib
4866 switch (lightInfo->OriginalParms.type)
4868 case WINED3D_LIGHT_POINT:
4869 /* Position */
4870 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4871 checkGLcall("glLightfv");
4872 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4873 checkGLcall("glLightf");
4874 /* Attenuation - Are these right? guessing... */
4875 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4876 lightInfo->OriginalParms.attenuation0);
4877 checkGLcall("glLightf");
4878 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4879 lightInfo->OriginalParms.attenuation1);
4880 checkGLcall("glLightf");
4881 if (quad_att < lightInfo->OriginalParms.attenuation2)
4882 quad_att = lightInfo->OriginalParms.attenuation2;
4883 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4884 checkGLcall("glLightf");
4885 /* FIXME: Range */
4886 break;
4888 case WINED3D_LIGHT_SPOT:
4889 /* Position */
4890 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4891 checkGLcall("glLightfv");
4892 /* Direction */
4893 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4894 checkGLcall("glLightfv");
4895 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4896 checkGLcall("glLightf");
4897 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4898 checkGLcall("glLightf");
4899 /* Attenuation - Are these right? guessing... */
4900 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4901 lightInfo->OriginalParms.attenuation0);
4902 checkGLcall("glLightf");
4903 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4904 lightInfo->OriginalParms.attenuation1);
4905 checkGLcall("glLightf");
4906 if (quad_att < lightInfo->OriginalParms.attenuation2)
4907 quad_att = lightInfo->OriginalParms.attenuation2;
4908 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4909 checkGLcall("glLightf");
4910 /* FIXME: Range */
4911 break;
4913 case WINED3D_LIGHT_DIRECTIONAL:
4914 /* Direction */
4915 /* Note GL uses w position of 0 for direction! */
4916 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4917 checkGLcall("glLightfv");
4918 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4919 checkGLcall("glLightf");
4920 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4921 checkGLcall("glLightf");
4922 break;
4924 default:
4925 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4928 /* Restore the modelview matrix */
4929 gl_info->gl_ops.gl.p_glPopMatrix();
4931 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4932 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4936 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4938 const struct wined3d_gl_info *gl_info = context->gl_info;
4939 const RECT *r = &state->scissor_rect;
4941 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4942 * so our viewport correction does not apply. Warning2: Even in windowed
4943 * mode the coords are relative to the window, not the screen. */
4944 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4946 if (context->render_offscreen)
4948 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4950 else
4952 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4953 UINT height;
4954 UINT width;
4956 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4957 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4959 checkGLcall("glScissor");
4962 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4964 const struct wined3d_stream_info *stream_info = &context->stream_info;
4965 const struct wined3d_gl_info *gl_info = context->gl_info;
4967 if (!state->index_buffer || !stream_info->all_vbo)
4969 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4971 else
4973 struct wined3d_buffer *ib = state->index_buffer;
4974 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4978 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4980 const struct wined3d_gl_info *gl_info = context->gl_info;
4982 if (context->render_offscreen)
4984 gl_info->gl_ops.gl.p_glFrontFace(GL_CCW);
4985 checkGLcall("glFrontFace(GL_CCW)");
4987 else
4989 gl_info->gl_ops.gl.p_glFrontFace(GL_CW);
4990 checkGLcall("glFrontFace(GL_CW)");
4994 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4996 static BOOL warned;
4998 if (!warned)
5000 WARN("Point sprite coordinate origin switching not supported.\n");
5001 warned = TRUE;
5005 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5007 const struct wined3d_gl_info *gl_info = context->gl_info;
5008 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
5010 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
5011 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
5014 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5016 const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
5017 const struct wined3d_gl_info *gl_info = context->gl_info;
5019 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5021 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
5022 && rt_format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
5023 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
5024 else
5025 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
5028 static void state_cb(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
5029 enum wined3d_shader_type type, unsigned int base, unsigned int count)
5031 struct wined3d_buffer *buffer;
5032 unsigned int i;
5034 for (i = 0; i < count; ++i)
5036 buffer = state->cb[type][i];
5037 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
5039 checkGLcall("glBindBufferBase");
5042 static void state_cb_vs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5044 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
5046 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5048 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_VERTEX, 0, limits->vertex_uniform_blocks);
5051 static void state_cb_gs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5053 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
5055 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5057 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_GEOMETRY,
5058 limits->vertex_uniform_blocks, limits->geometry_uniform_blocks);
5061 static void state_cb_ps(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5063 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
5065 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5067 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_PIXEL,
5068 limits->vertex_uniform_blocks + limits->geometry_uniform_blocks, limits->fragment_uniform_blocks);
5071 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5073 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5075 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
5078 static void state_shader_resource_binding(struct wined3d_context *context,
5079 const struct wined3d_state *state, DWORD state_id)
5081 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5083 context->update_shader_resource_bindings = 1;
5086 const struct StateEntryTemplate misc_state_template[] =
5088 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_vs, }, ARB_UNIFORM_BUFFER_OBJECT },
5089 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
5090 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_gs, }, ARB_UNIFORM_BUFFER_OBJECT },
5091 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
5092 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_ps, }, ARB_UNIFORM_BUFFER_OBJECT },
5093 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
5094 { STATE_SHADER_RESOURCE_BINDING, { STATE_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
5095 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
5098 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5105 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
5106 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
5107 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
5108 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
5109 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
5110 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
5112 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
5113 * vshader loadings are untied from each other
5115 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5116 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5117 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5118 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5119 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5120 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5121 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5122 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5123 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5124 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5125 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5126 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5127 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5128 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5129 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5130 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5131 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5132 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5133 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5134 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5135 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5136 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5137 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5138 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5139 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5140 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5141 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5142 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5143 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5144 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5145 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5146 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5147 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5148 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5149 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5150 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5151 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5152 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5153 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5154 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5155 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5156 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5157 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5158 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5159 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5160 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5161 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5162 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5164 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
5165 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
5166 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
5167 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
5168 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
5169 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
5170 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
5171 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
5172 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
5173 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5174 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
5175 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
5176 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
5177 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
5178 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
5179 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5180 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5181 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5182 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5183 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5184 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5185 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5186 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5187 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5188 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5189 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5190 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5191 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5192 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5193 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5194 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
5195 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5196 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5197 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5198 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5199 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5200 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5201 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5202 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5203 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5204 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5205 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5206 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5207 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5208 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5209 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5210 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5211 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5212 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5213 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5214 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5215 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5216 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5217 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5218 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5219 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5220 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5221 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5222 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5223 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5224 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5225 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5226 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5227 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5228 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5229 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5230 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5231 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5232 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5233 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5234 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5235 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5236 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5237 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5238 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5239 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5240 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5241 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5242 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5243 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5244 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5245 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5246 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5247 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5248 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5249 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5250 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5251 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5252 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5253 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5254 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5255 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5256 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5257 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5258 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5259 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5260 /* Samplers */
5261 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5262 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5263 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5264 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5265 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5266 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5267 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5268 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5269 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5270 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5271 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5272 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5273 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5274 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5275 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5276 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5277 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5278 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5279 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5280 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5281 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5282 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5283 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5284 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5285 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_geometry_shader}, WINED3D_GL_EXT_NONE },
5286 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5289 static const struct StateEntryTemplate vp_ffp_states[] =
5291 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5292 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5293 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5294 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5295 /* Clip planes */
5296 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5297 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5298 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5299 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5300 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5301 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5302 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5303 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5304 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5305 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5306 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5307 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5308 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5309 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5310 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5311 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5312 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5313 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5314 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5315 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5316 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5317 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5318 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5319 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5320 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5321 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5322 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5323 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5324 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5325 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5326 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5327 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5328 /* Lights */
5329 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5330 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5331 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5332 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5333 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5334 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5335 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5336 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5337 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5338 /* Viewport */
5339 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5340 /* Transform states follow */
5341 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5430 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5431 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5434 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5435 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5436 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5437 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5438 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5439 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5440 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5441 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5442 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5443 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5444 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5445 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5446 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5447 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5448 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5449 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5450 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5451 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5452 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5453 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5454 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5455 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5456 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5457 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5458 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5459 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5460 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5461 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5462 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5463 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5464 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5465 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5466 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5467 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5468 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5469 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5470 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5471 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5472 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5473 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5474 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5475 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5476 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5477 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5478 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5479 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5480 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5481 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5482 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5483 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5484 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5485 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5486 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5487 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5488 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5489 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5490 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5491 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5492 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5493 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5494 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5495 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5496 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5497 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5498 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5499 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5500 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5501 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5502 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5503 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5504 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5505 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5506 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5507 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5508 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5509 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5510 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5511 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5512 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5513 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5514 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5515 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5516 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5517 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5518 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5519 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5520 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5521 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5522 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5523 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5524 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5525 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5526 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5527 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5528 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5529 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5530 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5531 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5532 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5533 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5534 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5535 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5536 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5537 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5538 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5539 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5540 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5541 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5542 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5543 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5544 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5545 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5546 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5547 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5548 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5549 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5550 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5551 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5552 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5553 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5554 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5555 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5556 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5557 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5558 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5559 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5560 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5561 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5562 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5563 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5564 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5565 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5566 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5567 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5568 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5569 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5570 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5571 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5572 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5573 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5574 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5575 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5576 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5577 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5578 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5579 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5580 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5581 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5582 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5583 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5584 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5585 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5586 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5587 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5588 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5589 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5590 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5591 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5592 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5593 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5594 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5595 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5596 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5597 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5598 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5599 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5600 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5601 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5602 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5603 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5604 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5605 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5606 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5607 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5608 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5609 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5610 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5611 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5612 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5613 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5614 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5615 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5616 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5617 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5618 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5619 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5620 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5621 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5622 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5623 /* Fog */
5624 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5625 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5626 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5627 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5628 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5629 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5630 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5631 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5632 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5633 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5634 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5635 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5636 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5637 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5638 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5639 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5640 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5641 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5642 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5643 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5644 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5645 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5646 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5647 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5648 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5649 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5650 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5651 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5652 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5653 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5654 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5655 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5657 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5658 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5659 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5661 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5662 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5663 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5664 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5665 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5666 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5667 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5668 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5669 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5670 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5671 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5672 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5673 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5674 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5675 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5676 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5677 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5678 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5679 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5680 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5681 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5682 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5683 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5684 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5685 { STATE_POINT_SIZE_ENABLE, { STATE_POINT_SIZE_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5686 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5689 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5690 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5691 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5692 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5693 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5694 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5695 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5696 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5697 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5698 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5699 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5700 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5701 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5702 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5703 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5704 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5705 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5706 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5707 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5708 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5709 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5710 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5711 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5712 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5713 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5714 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5715 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5716 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5717 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5718 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5719 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5720 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5721 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5722 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5723 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5724 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5725 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5726 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5727 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5728 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5729 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5730 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5731 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5732 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5733 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5734 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5735 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5736 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5737 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5738 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5739 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5740 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5741 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5742 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5743 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5744 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5745 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5746 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5747 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5748 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5749 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5750 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5751 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5752 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5753 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5754 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5755 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5756 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5757 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5758 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5759 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5760 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5761 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5762 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5763 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5764 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5765 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5766 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5767 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5768 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5769 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5770 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5771 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5772 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5773 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5774 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5775 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5776 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5777 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5778 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5779 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5780 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5781 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5782 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5783 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5784 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5785 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5786 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5787 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5788 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5791 /* Context activation is done by the caller. */
5792 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5794 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5796 return shader_priv;
5799 static void ffp_free(struct wined3d_device *device) {}
5801 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5803 caps->xyzrhw = FALSE;
5804 caps->max_active_lights = gl_info->limits.lights;
5805 caps->max_vertex_blend_matrices = gl_info->limits.blends;
5806 caps->max_vertex_blend_matrix_index = 0;
5807 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5808 | WINED3DVTXPCAPS_MATERIALSOURCE7
5809 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5810 | WINED3DVTXPCAPS_LOCALVIEWER
5811 | WINED3DVTXPCAPS_VERTEXFOG
5812 | WINED3DVTXPCAPS_TEXGEN
5813 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5814 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5815 caps->max_user_clip_planes = gl_info->limits.clipplanes;
5816 caps->raster_caps = 0;
5817 if (gl_info->supported[NV_FOG_DISTANCE])
5818 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5821 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5823 ffp_enable,
5824 vp_ffp_get_caps,
5825 ffp_alloc,
5826 ffp_free,
5827 vp_ffp_states,
5830 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5832 caps->wined3d_caps = 0;
5833 caps->PrimitiveMiscCaps = 0;
5834 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5835 | WINED3DTEXOPCAPS_ADDSIGNED
5836 | WINED3DTEXOPCAPS_ADDSIGNED2X
5837 | WINED3DTEXOPCAPS_MODULATE
5838 | WINED3DTEXOPCAPS_MODULATE2X
5839 | WINED3DTEXOPCAPS_MODULATE4X
5840 | WINED3DTEXOPCAPS_SELECTARG1
5841 | WINED3DTEXOPCAPS_SELECTARG2
5842 | WINED3DTEXOPCAPS_DISABLE;
5844 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5845 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5846 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5848 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5849 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5850 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5851 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5852 | WINED3DTEXOPCAPS_LERP
5853 | WINED3DTEXOPCAPS_SUBTRACT;
5855 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5856 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5858 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5859 | WINED3DTEXOPCAPS_MULTIPLYADD
5860 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5861 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5862 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5864 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5865 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5867 caps->MaxTextureBlendStages = gl_info->limits.textures;
5868 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5871 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5873 if (TRACE_ON(d3d))
5875 TRACE("Checking support for fixup:\n");
5876 dump_color_fixup_desc(fixup);
5879 /* We only support identity conversions. */
5880 if (is_identity_fixup(fixup))
5882 TRACE("[OK]\n");
5883 return TRUE;
5886 TRACE("[FAILED]\n");
5887 return FALSE;
5890 const struct fragment_pipeline ffp_fragment_pipeline = {
5891 ffp_enable,
5892 ffp_fragment_get_caps,
5893 ffp_alloc,
5894 ffp_free,
5895 ffp_color_fixup_supported,
5896 ffp_fragmentstate_template,
5899 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5901 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5903 return shader_priv;
5906 static void none_free(struct wined3d_device *device) {}
5908 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5910 memset(caps, 0, sizeof(*caps));
5913 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5915 none_enable,
5916 vp_none_get_caps,
5917 none_alloc,
5918 none_free,
5919 NULL,
5922 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5924 memset(caps, 0, sizeof(*caps));
5927 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5929 return is_identity_fixup(fixup);
5932 const struct fragment_pipeline none_fragment_pipe =
5934 none_enable,
5935 fp_none_get_caps,
5936 none_alloc,
5937 none_free,
5938 fp_none_color_fixup_supported,
5939 NULL,
5942 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5944 unsigned int i;
5945 for(i = 0; funcs[i]; i++);
5946 return i;
5949 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5951 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5952 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5955 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5957 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5958 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5959 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5962 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5963 const struct wined3d_d3d_info *d3d_info)
5965 unsigned int start, last, i;
5967 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5968 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5969 for (i = start; i <= last; ++i)
5971 state_table[i].representative = 0;
5972 state_table[i].apply = state_undefined;
5975 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5976 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5977 for (i = start; i <= last; ++i)
5979 state_table[i].representative = 0;
5980 state_table[i].apply = state_undefined;
5983 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info->limits.blends));
5984 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5985 for (i = start; i <= last; ++i)
5987 state_table[i].representative = 0;
5988 state_table[i].apply = state_undefined;
5992 static void validate_state_table(struct StateEntry *state_table)
5994 static const struct
5996 DWORD first;
5997 DWORD last;
5999 rs_holes[] =
6001 { 1, 1},
6002 { 3, 3},
6003 { 17, 18},
6004 { 21, 21},
6005 { 42, 45},
6006 { 47, 47},
6007 { 61, 127},
6008 {149, 150},
6009 {169, 169},
6010 {177, 177},
6011 {196, 197},
6012 { 0, 0},
6014 static const DWORD simple_states[] =
6016 STATE_MATERIAL,
6017 STATE_VDECL,
6018 STATE_STREAMSRC,
6019 STATE_INDEXBUFFER,
6020 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
6021 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
6022 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
6023 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
6024 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
6025 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
6026 STATE_SHADER_RESOURCE_BINDING,
6027 STATE_VIEWPORT,
6028 STATE_LIGHT_TYPE,
6029 STATE_SCISSORRECT,
6030 STATE_FRONTFACE,
6031 STATE_POINTSPRITECOORDORIGIN,
6032 STATE_BASEVERTEXINDEX,
6033 STATE_FRAMEBUFFER,
6034 STATE_POINT_SIZE_ENABLE,
6036 unsigned int i, current;
6038 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
6040 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
6042 if (!state_table[i].representative)
6043 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
6045 else if (state_table[i].representative)
6046 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
6048 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
6051 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
6053 if (!state_table[simple_states[i]].representative)
6054 ERR("State %s (%#x) should have a representative.\n",
6055 debug_d3dstate(simple_states[i]), simple_states[i]);
6058 for (i = 0; i < STATE_HIGHEST + 1; ++i)
6060 DWORD rep = state_table[i].representative;
6061 if (rep)
6063 if (state_table[rep].representative != rep)
6065 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
6066 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
6067 state_table[i].representative = 0;
6070 if (rep != i)
6072 if (state_table[i].apply)
6073 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
6075 else if (!state_table[i].apply)
6077 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
6083 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
6084 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
6085 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
6086 const struct StateEntryTemplate *misc)
6088 unsigned int i, type, handlers;
6089 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
6090 const struct StateEntryTemplate *cur;
6091 BOOL set[STATE_HIGHEST + 1];
6093 memset(multistate_funcs, 0, sizeof(multistate_funcs));
6095 for(i = 0; i < STATE_HIGHEST + 1; i++) {
6096 StateTable[i].representative = 0;
6097 StateTable[i].apply = state_undefined;
6100 for(type = 0; type < 3; type++) {
6101 /* This switch decides the order in which the states are applied */
6102 switch(type) {
6103 case 0: cur = misc; break;
6104 case 1: cur = fragment->states; break;
6105 case 2: cur = vertex->vp_states; break;
6106 default: cur = NULL; /* Stupid compiler */
6108 if(!cur) continue;
6110 /* GL extension filtering should not prevent multiple handlers being applied from different
6111 * pipeline parts
6113 memset(set, 0, sizeof(set));
6115 for(i = 0; cur[i].state; i++) {
6116 APPLYSTATEFUNC *funcs_array;
6118 /* Only use the first matching state with the available extension from one template.
6119 * e.g.
6120 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
6121 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
6123 * if GL_XYZ_fancy is supported, ignore the 2nd line
6125 if(set[cur[i].state]) continue;
6126 /* Skip state lines depending on unsupported extensions */
6127 if (!gl_info->supported[cur[i].extension]) continue;
6128 set[cur[i].state] = TRUE;
6129 /* In some cases having an extension means that nothing has to be
6130 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
6131 * supported, the texture coordinate fixup can be ignored. If the
6132 * apply function is used, mark the state set(done above) to prevent
6133 * applying later lines, but do not record anything in the state
6134 * table
6136 if (!cur[i].content.representative) continue;
6138 handlers = num_handlers(multistate_funcs[cur[i].state]);
6139 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
6140 switch(handlers) {
6141 case 0:
6142 StateTable[cur[i].state].apply = cur[i].content.apply;
6143 break;
6144 case 1:
6145 StateTable[cur[i].state].apply = multistate_apply_2;
6146 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
6148 sizeof(**dev_multistate_funcs) * 2);
6149 if (!dev_multistate_funcs[cur[i].state]) {
6150 goto out_of_mem;
6153 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
6154 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
6155 break;
6156 case 2:
6157 StateTable[cur[i].state].apply = multistate_apply_3;
6158 funcs_array = HeapReAlloc(GetProcessHeap(),
6160 dev_multistate_funcs[cur[i].state],
6161 sizeof(**dev_multistate_funcs) * 3);
6162 if (!funcs_array) {
6163 goto out_of_mem;
6166 dev_multistate_funcs[cur[i].state] = funcs_array;
6167 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
6168 break;
6169 default:
6170 ERR("Unexpected amount of state handlers for state %u: %u\n",
6171 cur[i].state, handlers + 1);
6174 if (StateTable[cur[i].state].representative
6175 && StateTable[cur[i].state].representative != cur[i].content.representative)
6177 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
6178 debug_d3dstate(cur[i].state), cur[i].state);
6180 StateTable[cur[i].state].representative = cur[i].content.representative;
6184 prune_invalid_states(StateTable, gl_info, d3d_info);
6185 validate_state_table(StateTable);
6187 return WINED3D_OK;
6189 out_of_mem:
6190 for (i = 0; i <= STATE_HIGHEST; ++i) {
6191 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
6194 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
6196 return E_OUTOFMEMORY;