wined3d: Create GL sampler objects for wined3d sampler objects.
[wine/multimedia.git] / dlls / wined3d / state.c
blob3c672dbe3fb685c3641857c93257ac7baaeaa7a9
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;
106 static UINT once;
108 /* No z test without depth stencil buffers */
109 if (!state->fb->depth_stencil)
111 TRACE("No Z buffer - disabling depth test\n");
112 zenable = WINED3D_ZB_FALSE;
115 switch (zenable)
117 case WINED3D_ZB_FALSE:
118 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
119 checkGLcall("glDisable GL_DEPTH_TEST");
120 break;
121 case WINED3D_ZB_TRUE:
122 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
123 checkGLcall("glEnable GL_DEPTH_TEST");
124 break;
125 case WINED3D_ZB_USEW:
126 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
127 checkGLcall("glEnable GL_DEPTH_TEST");
128 FIXME("W buffer is not well handled\n");
129 break;
130 default:
131 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
132 break;
135 if (context->gl_info->supported[ARB_DEPTH_CLAMP])
137 if (!zenable && context->stream_info.position_transformed)
139 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
140 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
142 else
144 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
145 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
148 else if (!zenable && !once++)
149 FIXME("Z buffer disabled, but ARB_depth_clamp isn't supported.\n");
152 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
154 const struct wined3d_gl_info *gl_info = context->gl_info;
156 /* glFrontFace() is set in context.c at context init and on an
157 * offscreen / onscreen rendering switch. */
158 switch (state->render_states[WINED3D_RS_CULLMODE])
160 case WINED3D_CULL_NONE:
161 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
162 checkGLcall("glDisable GL_CULL_FACE");
163 break;
164 case WINED3D_CULL_CW:
165 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
166 checkGLcall("glEnable GL_CULL_FACE");
167 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
168 checkGLcall("glCullFace(GL_FRONT)");
169 break;
170 case WINED3D_CULL_CCW:
171 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
172 checkGLcall("glEnable GL_CULL_FACE");
173 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
174 checkGLcall("glCullFace(GL_BACK)");
175 break;
176 default:
177 FIXME("Unrecognized cull mode %#x.\n",
178 state->render_states[WINED3D_RS_CULLMODE]);
182 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
184 const struct wined3d_gl_info *gl_info = context->gl_info;
186 switch (state->render_states[WINED3D_RS_SHADEMODE])
188 case WINED3D_SHADE_FLAT:
189 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
190 checkGLcall("glShadeModel(GL_FLAT)");
191 break;
192 case WINED3D_SHADE_GOURAUD:
193 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
194 checkGLcall("glShadeModel(GL_SMOOTH)");
195 break;
196 case WINED3D_SHADE_PHONG:
197 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
198 break;
199 default:
200 FIXME("Unrecognized shade mode %#x.\n",
201 state->render_states[WINED3D_RS_SHADEMODE]);
205 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
207 const struct wined3d_gl_info *gl_info = context->gl_info;
209 if (state->render_states[WINED3D_RS_DITHERENABLE])
211 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
212 checkGLcall("glEnable GL_DITHER");
214 else
216 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
217 checkGLcall("glDisable GL_DITHER");
221 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
223 const struct wined3d_gl_info *gl_info = context->gl_info;
225 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
227 gl_info->gl_ops.gl.p_glDepthMask(1);
228 checkGLcall("glDepthMask(1)");
230 else
232 gl_info->gl_ops.gl.p_glDepthMask(0);
233 checkGLcall("glDepthMask(0)");
237 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
239 switch (f)
241 case WINED3D_CMP_NEVER:
242 return GL_NEVER;
243 case WINED3D_CMP_LESS:
244 return GL_LESS;
245 case WINED3D_CMP_EQUAL:
246 return GL_EQUAL;
247 case WINED3D_CMP_LESSEQUAL:
248 return GL_LEQUAL;
249 case WINED3D_CMP_GREATER:
250 return GL_GREATER;
251 case WINED3D_CMP_NOTEQUAL:
252 return GL_NOTEQUAL;
253 case WINED3D_CMP_GREATEREQUAL:
254 return GL_GEQUAL;
255 case WINED3D_CMP_ALWAYS:
256 return GL_ALWAYS;
257 default:
258 FIXME("Unrecognized compare function %#x.\n", f);
259 return GL_NONE;
263 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
265 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
266 const struct wined3d_gl_info *gl_info = context->gl_info;
268 if (!depth_func) return;
270 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
271 checkGLcall("glDepthFunc");
274 void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
276 const struct wined3d_gl_info *gl_info = context->gl_info;
277 float col[4];
279 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
280 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
281 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
282 checkGLcall("glLightModel for MODEL_AMBIENT");
285 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
287 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
290 static GLenum gl_blend_op(enum wined3d_blend_op op)
292 switch (op)
294 case WINED3D_BLEND_OP_ADD:
295 return GL_FUNC_ADD_EXT;
296 case WINED3D_BLEND_OP_SUBTRACT:
297 return GL_FUNC_SUBTRACT_EXT;
298 case WINED3D_BLEND_OP_REVSUBTRACT:
299 return GL_FUNC_REVERSE_SUBTRACT_EXT;
300 case WINED3D_BLEND_OP_MIN:
301 return GL_MIN_EXT;
302 case WINED3D_BLEND_OP_MAX:
303 return GL_MAX_EXT;
304 default:
305 FIXME("Unhandled blend op %#x.\n", op);
306 return GL_NONE;
310 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
312 const struct wined3d_gl_info *gl_info = context->gl_info;
313 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
314 GLenum blend_equation = GL_FUNC_ADD_EXT;
316 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
317 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
318 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
320 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
321 return;
324 blend_equation = gl_blend_op(state->render_states[WINED3D_RS_BLENDOP]);
325 blend_equation_alpha = gl_blend_op(state->render_states[WINED3D_RS_BLENDOPALPHA]);
326 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
328 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
330 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
331 checkGLcall("glBlendEquationSeparate");
333 else
335 GL_EXTCALL(glBlendEquation(blend_equation));
336 checkGLcall("glBlendEquation");
340 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
342 switch (factor)
344 case WINED3D_BLEND_ZERO:
345 return GL_ZERO;
346 case WINED3D_BLEND_ONE:
347 return GL_ONE;
348 case WINED3D_BLEND_SRCCOLOR:
349 return GL_SRC_COLOR;
350 case WINED3D_BLEND_INVSRCCOLOR:
351 return GL_ONE_MINUS_SRC_COLOR;
352 case WINED3D_BLEND_SRCALPHA:
353 return GL_SRC_ALPHA;
354 case WINED3D_BLEND_INVSRCALPHA:
355 return GL_ONE_MINUS_SRC_ALPHA;
356 case WINED3D_BLEND_DESTCOLOR:
357 return GL_DST_COLOR;
358 case WINED3D_BLEND_INVDESTCOLOR:
359 return GL_ONE_MINUS_DST_COLOR;
360 /* To compensate for the lack of format switching with backbuffer
361 * offscreen rendering, and with onscreen rendering, we modify the
362 * alpha test parameters for (INV)DESTALPHA if the render target
363 * doesn't support alpha blending. A nonexistent alpha channel
364 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
365 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
366 case WINED3D_BLEND_DESTALPHA:
367 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
368 case WINED3D_BLEND_INVDESTALPHA:
369 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
370 case WINED3D_BLEND_SRCALPHASAT:
371 return GL_SRC_ALPHA_SATURATE;
372 case WINED3D_BLEND_BLENDFACTOR:
373 return GL_CONSTANT_COLOR_EXT;
374 case WINED3D_BLEND_INVBLENDFACTOR:
375 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
376 default:
377 FIXME("Unhandled blend factor %#x.\n", factor);
378 return GL_NONE;
382 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
384 const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
385 const struct wined3d_gl_info *gl_info = context->gl_info;
386 GLenum srcBlend, dstBlend;
387 enum wined3d_blend d3d_blend;
389 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
390 * blending parameters to work. */
391 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]
392 || state->render_states[WINED3D_RS_EDGEANTIALIAS]
393 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
395 /* Disable blending in all cases even without pixelshaders.
396 * With blending on we could face a big performance penalty.
397 * The d3d9 visual test confirms the behavior. */
398 if (context->render_offscreen && !(rt_format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
400 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
401 checkGLcall("glDisable GL_BLEND");
402 return;
404 else
406 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
407 checkGLcall("glEnable GL_BLEND");
410 else
412 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
413 checkGLcall("glDisable GL_BLEND");
414 /* Nothing more to do - get out */
415 return;
418 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
419 * source blending values which are still valid up to d3d9. They should
420 * not occur as dest blend values. */
421 d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
422 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
424 srcBlend = GL_SRC_ALPHA;
425 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
427 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
429 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
430 dstBlend = GL_SRC_ALPHA;
432 else
434 srcBlend = gl_blend_factor(d3d_blend, rt_format);
435 dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND], rt_format);
438 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
439 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
441 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
442 checkGLcall("glEnable(GL_LINE_SMOOTH)");
443 if (srcBlend != GL_SRC_ALPHA)
444 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
445 if (dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE)
446 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
448 else
450 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
451 checkGLcall("glDisable(GL_LINE_SMOOTH)");
454 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
455 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
456 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
458 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
460 GLenum srcBlendAlpha, dstBlendAlpha;
462 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
463 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
465 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
466 return;
469 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
470 * source blending values which are still valid up to d3d9. They should
471 * not occur as dest blend values. */
472 d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
473 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
475 srcBlendAlpha = GL_SRC_ALPHA;
476 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
478 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
480 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
481 dstBlendAlpha = GL_SRC_ALPHA;
483 else
485 srcBlendAlpha = gl_blend_factor(d3d_blend, rt_format);
486 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
489 GL_EXTCALL(glBlendFuncSeparate(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
490 checkGLcall("glBlendFuncSeparate");
492 else
494 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
495 gl_info->gl_ops.gl.p_glBlendFunc(srcBlend, dstBlend);
496 checkGLcall("glBlendFunc");
499 /* Colorkey fixup for stage 0 alphaop depends on
500 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
501 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
502 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
505 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
507 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
510 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
512 const struct wined3d_gl_info *gl_info = context->gl_info;
513 float col[4];
515 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
517 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col);
518 GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
519 checkGLcall("glBlendColor");
522 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
524 const struct wined3d_gl_info *gl_info = context->gl_info;
525 int glParm = 0;
526 float ref;
527 BOOL enable_ckey = FALSE;
529 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
531 /* Find out if the texture on the first stage has a ckey set. The alpha
532 * state func reads the texture settings, even though alpha and texture
533 * are not grouped together. This is to avoid making a huge alpha +
534 * texture + texture stage + ckey block due to the hardly used
535 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
536 * function will call alpha in case it finds some texture + colorkeyenable
537 * combination which needs extra care. */
538 if (state->textures[0] && (state->textures[0]->color_key_flags & WINEDDSD_CKSRCBLT))
539 enable_ckey = TRUE;
541 if (enable_ckey || context->last_was_ckey)
542 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
543 context->last_was_ckey = enable_ckey;
545 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
546 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
548 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
549 checkGLcall("glEnable GL_ALPHA_TEST");
551 else
553 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
554 checkGLcall("glDisable GL_ALPHA_TEST");
555 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
556 * enable call
558 return;
561 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
563 glParm = GL_NOTEQUAL;
564 ref = 0.0f;
566 else
568 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
569 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
571 if (glParm)
573 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
574 checkGLcall("glAlphaFunc");
578 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
580 const struct wined3d_gl_info *gl_info = context->gl_info;
581 DWORD enable = 0xffffffff;
582 DWORD disable = 0x00000000;
584 if (use_vs(state) && !context->d3d_info->vs_clipping)
586 static BOOL warned;
588 /* The OpenGL spec says that clipping planes are disabled when using
589 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
590 * driver keeps clipping planes activated with shaders in some
591 * conditions I got sick of tracking down. The shader state handler
592 * disables all clip planes because of that - don't do anything here
593 * and keep them disabled. */
594 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
595 FIXME("Clipping not supported with vertex shaders\n");
596 return;
599 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
600 * The enabled / disabled planes are hardcoded into the shader. Update the
601 * shader to update the enabled clipplanes. In case of fixed function, we
602 * need to update the clipping field from ffp_vertex_settings. */
603 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
605 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
606 * of already set values
609 /* If enabling / disabling all
610 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
612 if (state->render_states[WINED3D_RS_CLIPPING])
614 enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
615 disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
617 else
619 disable = 0xffffffff;
620 enable = 0x00;
623 if (enable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE0);
624 if (enable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE1);
625 if (enable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE2);
626 if (enable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE3);
627 if (enable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE4);
628 if (enable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE5);
629 checkGLcall("clip plane enable");
631 if (disable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0);
632 if (disable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1);
633 if (disable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2);
634 if (disable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3);
635 if (disable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4);
636 if (disable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5);
637 checkGLcall("clip plane disable");
640 void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
642 const struct wined3d_gl_info *gl_info = context->gl_info;
643 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
644 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
645 * specular color. This is wrong:
646 * Separate specular color means the specular colour is maintained separately, whereas
647 * single color means it is merged in. However in both cases they are being used to
648 * some extent.
649 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
650 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
651 * running 1.4 yet!
654 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
655 * Instead, we need to setup the FinalCombiner properly.
657 * The default setup for the FinalCombiner is:
659 * <variable> <input> <mapping> <usage>
660 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
661 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
662 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
663 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
664 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
665 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
666 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
668 * That's pretty much fine as it is, except for variable B, which needs to take
669 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
670 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
673 TRACE("Setting specular enable state and materials\n");
674 if (state->render_states[WINED3D_RS_SPECULARENABLE])
676 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
677 checkGLcall("glMaterialfv");
679 if (state->material.power > gl_info->limits.shininess)
681 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
682 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
683 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
684 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
685 * them, it should be safe to do so without major visual distortions.
687 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
688 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
690 else
692 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
694 checkGLcall("glMaterialf(GL_SHININESS)");
696 if (gl_info->supported[EXT_SECONDARY_COLOR])
697 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
698 else
699 TRACE("Specular colors cannot be enabled in this version of opengl\n");
700 checkGLcall("glEnable(GL_COLOR_SUM)");
702 if (gl_info->supported[NV_REGISTER_COMBINERS])
704 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
705 checkGLcall("glFinalCombinerInputNV()");
707 } else {
708 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
710 /* for the case of enabled lighting: */
711 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
712 checkGLcall("glMaterialfv");
714 /* for the case of disabled lighting: */
715 if (gl_info->supported[EXT_SECONDARY_COLOR])
716 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
717 else
718 TRACE("Specular colors cannot be disabled in this version of opengl\n");
719 checkGLcall("glDisable(GL_COLOR_SUM)");
721 if (gl_info->supported[NV_REGISTER_COMBINERS])
723 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
724 checkGLcall("glFinalCombinerInputNV()");
728 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
729 state->material.diffuse.r, state->material.diffuse.g,
730 state->material.diffuse.b, state->material.diffuse.a);
731 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
732 state->material.ambient.r, state->material.ambient.g,
733 state->material.ambient.b, state->material.ambient.a);
734 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
735 state->material.specular.r, state->material.specular.g,
736 state->material.specular.b, state->material.specular.a);
737 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
738 state->material.emissive.r, state->material.emissive.g,
739 state->material.emissive.b, state->material.emissive.a);
741 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
742 checkGLcall("glMaterialfv(GL_AMBIENT)");
743 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
744 checkGLcall("glMaterialfv(GL_DIFFUSE)");
745 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
746 checkGLcall("glMaterialfv(GL_EMISSION)");
749 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
751 const struct wined3d_gl_info *gl_info = context->gl_info;
752 unsigned int i;
754 /* Note the texture color applies to all textures whereas
755 * GL_TEXTURE_ENV_COLOR applies to active only. */
756 float col[4];
757 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
759 /* And now the default texture color as well */
760 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
762 /* Note the WINED3D_RS value applies to all textures, but GL has one
763 * per texture, so apply it now ready to be used! */
764 context_active_texture(context, gl_info, i);
766 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
767 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
771 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
772 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
774 const struct wined3d_gl_info *gl_info = context->gl_info;
776 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
777 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
778 GL_EXTCALL(glActiveStencilFaceEXT(face));
779 checkGLcall("glActiveStencilFaceEXT(...)");
780 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
781 checkGLcall("glStencilFunc(...)");
782 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
783 checkGLcall("glStencilOp(...)");
786 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
788 switch (op)
790 case WINED3D_STENCIL_OP_KEEP:
791 return GL_KEEP;
792 case WINED3D_STENCIL_OP_ZERO:
793 return GL_ZERO;
794 case WINED3D_STENCIL_OP_REPLACE:
795 return GL_REPLACE;
796 case WINED3D_STENCIL_OP_INCR_SAT:
797 return GL_INCR;
798 case WINED3D_STENCIL_OP_DECR_SAT:
799 return GL_DECR;
800 case WINED3D_STENCIL_OP_INVERT:
801 return GL_INVERT;
802 case WINED3D_STENCIL_OP_INCR:
803 return GL_INCR_WRAP_EXT;
804 case WINED3D_STENCIL_OP_DECR:
805 return GL_DECR_WRAP_EXT;
806 default:
807 FIXME("Unrecognized stencil op %#x.\n", op);
808 return GL_KEEP;
812 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
814 const struct wined3d_gl_info *gl_info = context->gl_info;
815 DWORD onesided_enable;
816 DWORD twosided_enable;
817 GLint func;
818 GLint func_ccw;
819 GLint ref;
820 GLuint mask;
821 GLint stencilFail;
822 GLint stencilFail_ccw;
823 GLint stencilPass;
824 GLint stencilPass_ccw;
825 GLint depthFail;
826 GLint depthFail_ccw;
828 /* No stencil test without a stencil buffer. */
829 if (!state->fb->depth_stencil)
831 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
832 checkGLcall("glDisable GL_STENCIL_TEST");
833 return;
836 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
837 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
838 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
839 func = GL_ALWAYS;
840 if (!(func_ccw = wined3d_gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
841 func_ccw = GL_ALWAYS;
842 ref = state->render_states[WINED3D_RS_STENCILREF];
843 mask = state->render_states[WINED3D_RS_STENCILMASK];
844 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
845 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
846 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
847 stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
848 depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
849 stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
851 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
852 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
853 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
854 onesided_enable, twosided_enable, ref, mask,
855 func, stencilFail, depthFail, stencilPass,
856 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
858 if (twosided_enable && onesided_enable)
860 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
861 checkGLcall("glEnable GL_STENCIL_TEST");
863 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
865 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
866 * which has an effect on the code below too. If we apply the front face
867 * afterwards, we are sure that the active stencil face is set to front,
868 * and other stencil functions which do not use two sided stencil do not have
869 * to set it back
871 renderstate_stencil_twosided(context, GL_BACK,
872 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
873 renderstate_stencil_twosided(context, GL_FRONT,
874 func, ref, mask, stencilFail, depthFail, stencilPass);
876 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
878 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
879 checkGLcall("glStencilFuncSeparateATI(...)");
880 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
881 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
882 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
883 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
884 } else {
885 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
888 else if(onesided_enable)
890 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
892 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
893 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
896 /* This code disables the ATI extension as well, since the standard stencil functions are equal
897 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
899 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
900 checkGLcall("glEnable GL_STENCIL_TEST");
901 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
902 checkGLcall("glStencilFunc(...)");
903 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
904 checkGLcall("glStencilOp(...)");
906 else
908 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
909 checkGLcall("glDisable GL_STENCIL_TEST");
913 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
915 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
916 const struct wined3d_gl_info *gl_info = context->gl_info;
918 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
919 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
920 gl_info->gl_ops.gl.p_glStencilMask(mask);
921 checkGLcall("glStencilMask");
922 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
923 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
924 gl_info->gl_ops.gl.p_glStencilMask(mask);
927 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
929 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
930 const struct wined3d_gl_info *gl_info = context->gl_info;
932 gl_info->gl_ops.gl.p_glStencilMask(mask);
933 checkGLcall("glStencilMask");
936 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
938 const struct wined3d_gl_info *gl_info = context->gl_info;
940 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
942 if (!state->render_states[WINED3D_RS_FOGENABLE])
943 return;
945 /* Table fog on: Never use fog coords, and use per-fragment fog */
946 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
948 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
949 if (context->fog_coord)
951 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
952 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
953 context->fog_coord = FALSE;
956 /* Range fog is only used with per-vertex fog in d3d */
957 if (gl_info->supported[NV_FOG_DISTANCE])
959 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
960 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
962 return;
965 /* Otherwise use per-vertex fog in any case */
966 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
968 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
970 /* No fog at all, or transformed vertices: Use fog coord */
971 if (!context->fog_coord)
973 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
974 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
975 context->fog_coord = TRUE;
978 else
980 /* Otherwise, use the fragment depth */
981 if (context->fog_coord)
983 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
984 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
985 context->fog_coord = FALSE;
988 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
990 if (gl_info->supported[NV_FOG_DISTANCE])
992 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
993 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
995 else
997 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1000 else if (gl_info->supported[NV_FOG_DISTANCE])
1002 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1003 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1008 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1010 const struct wined3d_gl_info *gl_info = context->gl_info;
1011 float fogstart, fogend;
1012 union {
1013 DWORD d;
1014 float f;
1015 } tmpvalue;
1017 switch(context->fog_source) {
1018 case FOGSOURCE_VS:
1019 fogstart = 1.0f;
1020 fogend = 0.0f;
1021 break;
1023 case FOGSOURCE_COORD:
1024 fogstart = 255.0f;
1025 fogend = 0.0f;
1026 break;
1028 case FOGSOURCE_FFP:
1029 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
1030 fogstart = tmpvalue.f;
1031 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
1032 fogend = tmpvalue.f;
1033 /* Special handling for fogstart == fogend. In d3d with vertex
1034 * fog, everything is fogged. With table fog, everything with
1035 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
1036 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
1037 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE
1038 && fogstart == fogend)
1040 fogstart = -INFINITY;
1041 fogend = 0.0f;
1043 break;
1045 default:
1046 /* This should not happen.context->fog_source is set in wined3d, not the app.
1047 * Still this is needed to make the compiler happy
1049 ERR("Unexpected fog coordinate source\n");
1050 fogstart = 0.0f;
1051 fogend = 0.0f;
1054 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1055 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1056 TRACE("Fog Start == %f\n", fogstart);
1058 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1059 checkGLcall("glFogf(GL_FOG_END, fogend)");
1060 TRACE("Fog End == %f\n", fogend);
1063 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1065 const struct wined3d_gl_info *gl_info = context->gl_info;
1066 enum fogsource new_source;
1067 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1068 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1070 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1072 if (!state->render_states[WINED3D_RS_FOGENABLE])
1074 /* No fog? Disable it, and we're done :-) */
1075 glDisableWINE(GL_FOG);
1076 checkGLcall("glDisable GL_FOG");
1077 return;
1080 /* Fog Rules:
1082 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1083 * It can use the Z value of the vertex, or the alpha component of the specular color.
1084 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1085 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1086 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1088 * FOGTABLEMODE != NONE:
1089 * The Z value is used, with the equation specified, no matter what vertex type.
1091 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1092 * Per vertex fog is calculated using the specified fog equation and the parameters
1094 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1095 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1096 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1099 * Rules for vertex fog with shaders:
1101 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1102 * the fog computation to happen during transformation while openGL expects it to happen
1103 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1104 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1105 * To solve this problem, WineD3D does:
1106 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1107 * shader,
1108 * and 2) disables the fog computation (in either the fixed function or programmable
1109 * rasterizer) if using a vertex program.
1111 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1112 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1113 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1114 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1115 * There are some GL differences between specular fog coords and vertex shaders though.
1117 * With table fog the vertex shader fog coordinate is ignored.
1119 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1120 * without shaders).
1123 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1124 * the system will apply only pixel(=table) fog effects."
1126 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1128 if (use_vs(state))
1130 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1131 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1132 new_source = FOGSOURCE_VS;
1134 else
1136 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1138 /* If processed vertices are used, fall through to the NONE case */
1139 case WINED3D_FOG_EXP:
1140 if (!context->last_was_rhw)
1142 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1143 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1144 new_source = FOGSOURCE_FFP;
1145 break;
1147 /* drop through */
1149 case WINED3D_FOG_EXP2:
1150 if (!context->last_was_rhw)
1152 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1153 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1154 new_source = FOGSOURCE_FFP;
1155 break;
1157 /* drop through */
1159 case WINED3D_FOG_LINEAR:
1160 if (!context->last_was_rhw)
1162 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1163 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1164 new_source = FOGSOURCE_FFP;
1165 break;
1167 /* drop through */
1169 case WINED3D_FOG_NONE:
1170 /* Both are none? According to msdn the alpha channel of the specular
1171 * color contains a fog factor. Set it in drawStridedSlow.
1172 * Same happens with Vertexfog on transformed vertices
1174 new_source = FOGSOURCE_COORD;
1175 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1176 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1177 break;
1179 default:
1180 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1181 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1182 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1185 } else {
1186 new_source = FOGSOURCE_FFP;
1188 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1190 case WINED3D_FOG_EXP:
1191 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1192 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1193 break;
1195 case WINED3D_FOG_EXP2:
1196 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1197 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1198 break;
1200 case WINED3D_FOG_LINEAR:
1201 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1202 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1203 break;
1205 case WINED3D_FOG_NONE: /* Won't happen */
1206 default:
1207 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1208 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1212 glEnableWINE(GL_FOG);
1213 checkGLcall("glEnable GL_FOG");
1214 if (new_source != context->fog_source || fogstart == fogend)
1216 context->fog_source = new_source;
1217 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1221 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1223 const struct wined3d_gl_info *gl_info = context->gl_info;
1224 float col[4];
1226 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
1227 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &col[0]);
1228 checkGLcall("glFog GL_FOG_COLOR");
1231 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1233 const struct wined3d_gl_info *gl_info = context->gl_info;
1234 union {
1235 DWORD d;
1236 float f;
1237 } tmpvalue;
1239 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1240 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1241 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1244 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1246 const struct wined3d_gl_info *gl_info = context->gl_info;
1247 GLenum Parm = 0;
1249 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1250 * The vertex declaration will call this function if the fixed function pipeline is used.
1253 if(isStateDirty(context, STATE_VDECL)) {
1254 return;
1257 context->num_untracked_materials = 0;
1258 if ((context->stream_info.use_map & (1 << WINED3D_FFP_DIFFUSE))
1259 && state->render_states[WINED3D_RS_COLORVERTEX])
1261 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1262 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1263 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1264 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1265 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1267 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1269 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1270 Parm = GL_AMBIENT_AND_DIFFUSE;
1271 else
1272 Parm = GL_DIFFUSE;
1273 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1275 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1276 context->num_untracked_materials++;
1278 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1280 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1281 context->num_untracked_materials++;
1284 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1286 Parm = GL_AMBIENT;
1287 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1289 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1290 context->num_untracked_materials++;
1292 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1294 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1295 context->num_untracked_materials++;
1298 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1300 Parm = GL_EMISSION;
1301 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1303 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1304 context->num_untracked_materials++;
1307 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1309 Parm = GL_SPECULAR;
1313 /* Nothing changed, return. */
1314 if (Parm == context->tracking_parm) return;
1316 if (!Parm)
1318 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1319 checkGLcall("glDisable GL_COLOR_MATERIAL");
1321 else
1323 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1324 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1325 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1326 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1329 /* Apparently calls to glMaterialfv are ignored for properties we're
1330 * tracking with glColorMaterial, so apply those here. */
1331 switch (context->tracking_parm)
1333 case GL_AMBIENT_AND_DIFFUSE:
1334 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1335 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1336 checkGLcall("glMaterialfv");
1337 break;
1339 case GL_DIFFUSE:
1340 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1341 checkGLcall("glMaterialfv");
1342 break;
1344 case GL_AMBIENT:
1345 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1346 checkGLcall("glMaterialfv");
1347 break;
1349 case GL_EMISSION:
1350 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1351 checkGLcall("glMaterialfv");
1352 break;
1354 case GL_SPECULAR:
1355 /* Only change material color if specular is enabled, otherwise it is set to black */
1356 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1358 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1359 checkGLcall("glMaterialfv");
1361 else
1363 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1364 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1365 checkGLcall("glMaterialfv");
1367 break;
1370 context->tracking_parm = Parm;
1373 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1375 const struct wined3d_gl_info *gl_info = context->gl_info;
1376 union
1378 DWORD d;
1379 struct wined3d_line_pattern lp;
1380 } tmppattern;
1381 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1383 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1385 if (tmppattern.lp.repeat_factor)
1387 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1388 checkGLcall("glLineStipple(repeat, linepattern)");
1389 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1390 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1392 else
1394 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1395 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1399 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1401 const struct wined3d_gl_info *gl_info = context->gl_info;
1403 if (isStateDirty(context, STATE_VDECL))
1404 return;
1406 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1407 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1408 * by zero and is not properly defined in opengl, so avoid it
1410 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1411 && (context->stream_info.use_map & (1 << WINED3D_FFP_NORMAL)))
1413 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1414 checkGLcall("glEnable(GL_NORMALIZE);");
1416 else
1418 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1419 checkGLcall("glDisable(GL_NORMALIZE);");
1423 void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1425 union {
1426 DWORD d;
1427 float f;
1428 } tmpvalue;
1430 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1431 if (tmpvalue.f != 1.0f)
1433 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1435 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1436 if (tmpvalue.f != 64.0f)
1438 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1443 void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1445 const struct wined3d_gl_info *gl_info = context->gl_info;
1446 union
1448 DWORD d;
1449 float f;
1450 } min, max;
1452 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1453 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1455 /* Max point size trumps min point size */
1456 if(min.f > max.f) {
1457 min.f = max.f;
1460 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1461 checkGLcall("glPointParameterfEXT(...)");
1462 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1463 checkGLcall("glPointParameterfEXT(...)");
1466 void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1468 const struct wined3d_gl_info *gl_info = context->gl_info;
1469 union
1471 DWORD d;
1472 float f;
1473 } min, max;
1475 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1476 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1478 /* Max point size trumps min point size */
1479 if(min.f > max.f) {
1480 min.f = max.f;
1483 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1484 checkGLcall("glPointParameterfARB(...)");
1485 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1486 checkGLcall("glPointParameterfARB(...)");
1489 void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1491 const struct wined3d_gl_info *gl_info = context->gl_info;
1492 /* TODO: Group this with the viewport */
1494 * POINTSCALEENABLE controls how point size value is treated. If set to
1495 * true, the point size is scaled with respect to height of viewport.
1496 * When set to false point size is in pixels.
1499 /* Default values */
1500 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1501 union {
1502 DWORD d;
1503 float f;
1504 } pointSize, A, B, C;
1506 pointSize.d = state->render_states[WINED3D_RS_POINTSIZE];
1507 A.d = state->render_states[WINED3D_RS_POINTSCALE_A];
1508 B.d = state->render_states[WINED3D_RS_POINTSCALE_B];
1509 C.d = state->render_states[WINED3D_RS_POINTSCALE_C];
1511 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1513 DWORD h = state->viewport.height;
1514 GLfloat scaleFactor;
1516 if (pointSize.f < gl_info->limits.pointsize_min)
1518 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1519 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1520 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1521 * are less than 1.0f. scale_factor = 1.0f / point_size.
1523 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1524 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1525 * is 1.0, but then accepts points below that and draws too small points
1527 pointSize.f = gl_info->limits.pointsize_min;
1529 else if(pointSize.f > gl_info->limits.pointsize_max)
1531 /* gl already scales the input to glPointSize,
1532 * d3d scales the result after the point size scale.
1533 * If the point size is bigger than the max size, use the
1534 * scaling to scale it bigger, and set the gl point size to max
1536 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1537 TRACE("scale: %f\n", scaleFactor);
1538 pointSize.f = gl_info->limits.pointsize_max;
1539 } else {
1540 scaleFactor = 1.0f;
1542 scaleFactor = powf(h * scaleFactor, 2);
1544 att[0] = A.f / scaleFactor;
1545 att[1] = B.f / scaleFactor;
1546 att[2] = C.f / scaleFactor;
1549 if (gl_info->supported[ARB_POINT_PARAMETERS])
1551 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1552 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1554 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1556 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1557 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1559 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1561 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1564 gl_info->gl_ops.gl.p_glPointSize(pointSize.f);
1565 checkGLcall("glPointSize(...);");
1568 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1570 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1573 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1575 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1576 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1577 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1578 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1579 const struct wined3d_gl_info *gl_info = context->gl_info;
1581 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1582 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1583 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1584 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1585 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1586 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1587 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1588 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1589 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1590 checkGLcall("glColorMask(...)");
1592 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1593 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1595 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1596 mask0, mask1, mask2, mask3);
1597 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1601 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1603 GL_EXTCALL(glColorMaski(index,
1604 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1605 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1606 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1607 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1608 checkGLcall("glColorMaski");
1611 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1613 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1616 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1618 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1621 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1623 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1626 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1628 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1631 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1633 const struct wined3d_gl_info *gl_info = context->gl_info;
1635 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1637 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1638 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1640 else
1642 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1643 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1647 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1649 if (state->render_states[WINED3D_RS_LASTPIXEL])
1651 TRACE("Last Pixel Drawing Enabled\n");
1653 else
1655 static BOOL warned;
1656 if (!warned) {
1657 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1658 warned = TRUE;
1659 } else {
1660 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1665 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1667 static BOOL warned;
1669 /* TODO: NV_POINT_SPRITE */
1670 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1672 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1673 FIXME("Point sprites not supported\n");
1674 warned = TRUE;
1678 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1680 const struct wined3d_gl_info *gl_info = context->gl_info;
1682 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1684 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1685 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1687 else
1689 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1690 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1694 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1696 if (state->render_states[WINED3D_RS_WRAP0]
1697 || state->render_states[WINED3D_RS_WRAP1]
1698 || state->render_states[WINED3D_RS_WRAP2]
1699 || state->render_states[WINED3D_RS_WRAP3]
1700 || state->render_states[WINED3D_RS_WRAP4]
1701 || state->render_states[WINED3D_RS_WRAP5]
1702 || state->render_states[WINED3D_RS_WRAP6]
1703 || state->render_states[WINED3D_RS_WRAP7]
1704 || state->render_states[WINED3D_RS_WRAP8]
1705 || state->render_states[WINED3D_RS_WRAP9]
1706 || state->render_states[WINED3D_RS_WRAP10]
1707 || state->render_states[WINED3D_RS_WRAP11]
1708 || state->render_states[WINED3D_RS_WRAP12]
1709 || state->render_states[WINED3D_RS_WRAP13]
1710 || state->render_states[WINED3D_RS_WRAP14]
1711 || state->render_states[WINED3D_RS_WRAP15])
1712 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1715 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1717 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1718 WARN("Multisample antialiasing not supported by GL.\n");
1721 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1723 const struct wined3d_gl_info *gl_info = context->gl_info;
1725 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1727 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1728 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1730 else
1732 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1733 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1737 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1739 const struct wined3d_gl_info *gl_info = context->gl_info;
1741 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1743 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1744 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1746 else
1748 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1749 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1753 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1754 * OpenGL the bias is specified in units of "the smallest value that is
1755 * guaranteed to produce a resolvable offset for a given implementation". To
1756 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1757 * There's no practical way to retrieve that value from a given GL
1758 * implementation, but the D3D application has essentially the same problem,
1759 * which makes a guess of the depth buffer format's highest possible value a
1760 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1761 * depth slope, and doesn't need to be scaled. */
1762 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1764 const struct wined3d_gl_info *gl_info = context->gl_info;
1766 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1767 || state->render_states[WINED3D_RS_DEPTHBIAS])
1769 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1770 float scale;
1772 union
1774 DWORD d;
1775 float f;
1776 } scale_bias, const_bias;
1778 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1779 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1781 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1782 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1784 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1786 float bias = -(float)const_bias.d;
1787 gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
1788 checkGLcall("glPolygonOffset");
1790 else
1792 if (depth)
1794 const struct wined3d_format *fmt = depth->format;
1795 scale = powf(2, fmt->depth_size) - 1;
1796 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1797 debug_d3dformat(fmt->id), scale);
1799 else
1801 /* The context manager will reapply this state on a depth stencil change */
1802 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1803 scale = 0.0f;
1806 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1807 checkGLcall("glPolygonOffset(...)");
1810 else
1812 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1813 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1817 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1819 if (state->render_states[WINED3D_RS_ZVISIBLE])
1820 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1823 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1825 const struct wined3d_gl_info *gl_info = context->gl_info;
1827 if (state->render_states[WINED3D_RS_TEXTUREPERSPECTIVE])
1829 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1830 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1832 else
1834 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1835 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1839 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1841 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1842 FIXME("Stippled Alpha not supported yet.\n");
1845 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1847 if (state->render_states[WINED3D_RS_ANTIALIAS])
1848 FIXME("Antialias not supported yet.\n");
1851 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1853 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1854 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1855 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1858 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1860 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1861 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1862 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1865 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1867 union {
1868 DWORD d;
1869 float f;
1870 } tmpvalue;
1871 tmpvalue.f = 1.0f;
1873 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1875 static BOOL displayed = FALSE;
1877 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1878 if(!displayed)
1879 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1881 displayed = TRUE;
1885 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1887 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1888 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1889 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1892 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1894 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1895 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1896 state->render_states[WINED3D_RS_NORMALDEGREE]);
1899 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1901 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1902 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1903 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1906 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1908 union {
1909 DWORD d;
1910 float f;
1911 } zmin, zmax;
1913 const struct wined3d_gl_info *gl_info = context->gl_info;
1915 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1917 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1918 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1920 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1921 * In d3d9 test is not performed in this case*/
1922 if (zmin.f <= zmax.f)
1924 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1925 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1926 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1927 checkGLcall("glDepthBoundsEXT(...)");
1929 else
1931 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1932 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1935 else
1937 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1938 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1941 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1944 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1946 if (state->render_states[WINED3D_RS_WRAPU])
1947 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1950 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1952 if (state->render_states[WINED3D_RS_WRAPV])
1953 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1956 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1958 if (state->render_states[WINED3D_RS_MONOENABLE])
1959 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1962 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1964 if (state->render_states[WINED3D_RS_ROP2])
1965 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1968 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1970 if (state->render_states[WINED3D_RS_PLANEMASK])
1971 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1974 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1976 if (state->render_states[WINED3D_RS_SUBPIXEL])
1977 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1980 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1982 if (state->render_states[WINED3D_RS_SUBPIXELX])
1983 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1986 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1988 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1989 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1992 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1994 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1995 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1998 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2000 if (state->render_states[WINED3D_RS_ANISOTROPY])
2001 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2004 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2006 if (state->render_states[WINED3D_RS_FLUSHBATCH])
2007 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2010 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2012 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2013 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2016 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2018 if (state->render_states[WINED3D_RS_EXTENTS])
2019 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2022 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2024 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2025 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2028 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2030 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2031 FIXME("Software vertex processing not implemented.\n");
2034 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2035 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2036 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2037 * flag specifies the complement of the input should be used. */
2038 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2039 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2041 /* Calculate the operand */
2042 if (complement) {
2043 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2044 else *operand = GL_ONE_MINUS_SRC_COLOR;
2045 } else {
2046 if (from_alpha) *operand = GL_SRC_ALPHA;
2047 else *operand = GL_SRC_COLOR;
2050 /* Calculate the source */
2051 switch (arg & WINED3DTA_SELECTMASK) {
2052 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2053 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2054 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2055 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2056 case WINED3DTA_SPECULAR:
2058 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2059 * 'Secondary color' and isn't supported until base GL supports it
2060 * There is no concept of temp registers as far as I can tell
2062 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2063 *source = GL_TEXTURE;
2064 break;
2065 default:
2066 FIXME("Unrecognized texture arg %#x\n", arg);
2067 *source = GL_TEXTURE;
2068 break;
2072 /* Setup the texture operations texture stage states */
2073 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2074 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2076 GLenum src1, src2, src3;
2077 GLenum opr1, opr2, opr3;
2078 GLenum comb_target;
2079 GLenum src0_target, src1_target, src2_target;
2080 GLenum opr0_target, opr1_target, opr2_target;
2081 GLenum scal_target;
2082 GLenum opr=0, invopr, src3_target, opr3_target;
2083 BOOL Handled = FALSE;
2085 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2087 /* Operations usually involve two args, src0 and src1 and are operations
2088 * of the form (a1 <operation> a2). However, some of the more complex
2089 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2090 * Microsoft added in a third parameter called a0. Therefore these are
2091 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2092 * parameter goes to the front.
2094 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2095 * actual functions below, expect their syntax to differ slightly to those
2096 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2097 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2099 if (isAlpha)
2101 comb_target = GL_COMBINE_ALPHA;
2102 src0_target = GL_SOURCE0_ALPHA;
2103 src1_target = GL_SOURCE1_ALPHA;
2104 src2_target = GL_SOURCE2_ALPHA;
2105 opr0_target = GL_OPERAND0_ALPHA;
2106 opr1_target = GL_OPERAND1_ALPHA;
2107 opr2_target = GL_OPERAND2_ALPHA;
2108 scal_target = GL_ALPHA_SCALE;
2110 else
2112 comb_target = GL_COMBINE_RGB;
2113 src0_target = GL_SOURCE0_RGB;
2114 src1_target = GL_SOURCE1_RGB;
2115 src2_target = GL_SOURCE2_RGB;
2116 opr0_target = GL_OPERAND0_RGB;
2117 opr1_target = GL_OPERAND1_RGB;
2118 opr2_target = GL_OPERAND2_RGB;
2119 scal_target = GL_RGB_SCALE;
2122 /* If a texture stage references an invalid texture unit the stage just
2123 * passes through the result from the previous stage */
2124 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2126 arg1 = WINED3DTA_CURRENT;
2127 op = WINED3D_TOP_SELECT_ARG1;
2130 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2132 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2133 } else {
2134 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2136 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2137 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2139 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2141 Handled = TRUE; /* Assume will be handled */
2143 /* Other texture operations require special extensions: */
2144 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2146 if (isAlpha) {
2147 opr = GL_SRC_ALPHA;
2148 invopr = GL_ONE_MINUS_SRC_ALPHA;
2149 src3_target = GL_SOURCE3_ALPHA_NV;
2150 opr3_target = GL_OPERAND3_ALPHA_NV;
2151 } else {
2152 opr = GL_SRC_COLOR;
2153 invopr = GL_ONE_MINUS_SRC_COLOR;
2154 src3_target = GL_SOURCE3_RGB_NV;
2155 opr3_target = GL_OPERAND3_RGB_NV;
2157 switch (op)
2159 case WINED3D_TOP_DISABLE: /* Only for alpha */
2160 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2161 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2162 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2163 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2164 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2165 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2166 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2167 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2168 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2169 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2170 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2171 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2172 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2173 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2174 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2175 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2176 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2177 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2178 break;
2180 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2181 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2182 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2183 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2184 if (op == WINED3D_TOP_SELECT_ARG1)
2186 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2187 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2188 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2189 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2191 else
2193 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2194 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2195 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2196 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2198 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2199 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2200 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2201 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2202 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2203 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2204 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2205 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2206 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2207 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2208 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2209 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2210 break;
2212 case WINED3D_TOP_MODULATE:
2213 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2214 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2215 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2216 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2217 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2218 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2219 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2220 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2221 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2222 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2223 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2224 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2225 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2226 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2227 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2228 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2229 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2230 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2231 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2232 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2233 break;
2234 case WINED3D_TOP_MODULATE_2X:
2235 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2236 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2237 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2238 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2239 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2240 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2241 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2242 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2243 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2244 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2245 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2246 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2247 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2248 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2249 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2250 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2251 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2252 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2254 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2255 break;
2256 case WINED3D_TOP_MODULATE_4X:
2257 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2258 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2259 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2260 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2261 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2262 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2263 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2264 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2265 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2266 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2268 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2269 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2270 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2271 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2272 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2273 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2274 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2275 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2276 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2277 break;
2279 case WINED3D_TOP_ADD:
2280 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2281 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2282 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2283 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2284 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2285 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2286 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2287 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2288 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2289 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2290 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2291 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2292 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2293 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2294 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2295 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2296 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2297 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2298 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2299 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2300 break;
2302 case WINED3D_TOP_ADD_SIGNED:
2303 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2304 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2305 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2306 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2307 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2308 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2309 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2310 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2311 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2312 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2314 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2315 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2316 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2317 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2318 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2319 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2320 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2321 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2322 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2323 break;
2325 case WINED3D_TOP_ADD_SIGNED_2X:
2326 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2327 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2328 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2329 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2330 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2331 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2332 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2333 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2335 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2337 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2339 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2340 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2341 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2342 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2343 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2344 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2345 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2346 break;
2348 case WINED3D_TOP_ADD_SMOOTH:
2349 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2350 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2351 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2352 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2353 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2354 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2355 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2356 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2357 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2358 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2359 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2360 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2361 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2362 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2363 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2364 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2365 switch (opr1) {
2366 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2367 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2368 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2369 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2371 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2372 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2373 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2374 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2375 break;
2377 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2378 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2379 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2380 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2381 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2383 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2385 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2387 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2389 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2391 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2393 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2394 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2395 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2397 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2398 break;
2399 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2401 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2403 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2404 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2405 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2407 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2409 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2411 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2412 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2413 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2415 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2416 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2417 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2418 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2419 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2420 break;
2421 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2423 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2424 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2425 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2426 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2427 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2429 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2431 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2433 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2435 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2437 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2438 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2439 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2441 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2442 break;
2443 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2445 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2446 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2447 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2449 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2451 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2453 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2455 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2456 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2457 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2458 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2459 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2460 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2461 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2463 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2464 break;
2465 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2466 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2467 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2468 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2469 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2470 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2471 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2472 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2473 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2474 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2475 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2476 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2477 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2478 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2479 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2480 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2481 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2482 switch (opr) {
2483 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2484 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2486 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2487 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2488 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2489 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2490 break;
2491 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2492 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2493 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2494 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2495 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2496 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2497 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2498 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2499 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2500 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2501 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2502 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2503 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2504 switch (opr1) {
2505 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2506 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2508 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2509 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2510 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2511 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2513 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2515 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2516 break;
2517 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2519 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2521 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2523 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2525 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2526 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2527 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2528 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2529 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2530 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2531 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2532 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2533 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2534 switch (opr1) {
2535 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2536 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2537 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2538 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2540 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2541 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2542 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2543 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2544 break;
2545 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2546 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2547 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2548 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2549 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2550 switch (opr1) {
2551 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2552 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2553 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2554 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2556 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2557 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2558 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2559 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2560 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2561 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2562 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2563 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2564 switch (opr1) {
2565 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2566 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2568 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2569 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2570 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2571 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2572 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2573 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2574 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2575 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2576 break;
2577 case WINED3D_TOP_MULTIPLY_ADD:
2578 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2579 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2580 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2581 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2582 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2583 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2584 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2585 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2586 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2587 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2588 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2589 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2590 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2591 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2592 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2593 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2594 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2595 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2596 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2597 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2598 break;
2600 case WINED3D_TOP_BUMPENVMAP:
2601 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2602 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2603 Handled = FALSE;
2604 break;
2606 default:
2607 Handled = FALSE;
2609 if (Handled)
2611 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2612 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2614 return;
2616 } /* GL_NV_texture_env_combine4 */
2618 Handled = TRUE; /* Again, assume handled */
2619 switch (op) {
2620 case WINED3D_TOP_DISABLE: /* Only for alpha */
2621 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2622 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2623 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2624 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2625 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2626 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2628 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2629 break;
2630 case WINED3D_TOP_SELECT_ARG1:
2631 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2632 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2634 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2635 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2636 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2638 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2639 break;
2640 case WINED3D_TOP_SELECT_ARG2:
2641 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2642 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2643 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2644 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2645 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2646 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2648 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2649 break;
2650 case WINED3D_TOP_MODULATE:
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2652 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2654 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2655 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2656 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2658 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2660 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2662 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2663 break;
2664 case WINED3D_TOP_MODULATE_2X:
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2666 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2668 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2670 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2672 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2673 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2674 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2676 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2677 break;
2678 case WINED3D_TOP_MODULATE_4X:
2679 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2680 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2682 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2683 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2684 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2685 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2686 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2687 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2688 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2690 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2691 break;
2692 case WINED3D_TOP_ADD:
2693 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2694 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2695 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2696 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2697 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2698 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2699 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2700 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2701 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2702 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2704 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2705 break;
2706 case WINED3D_TOP_ADD_SIGNED:
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2708 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2710 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2711 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2712 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2714 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2715 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2716 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2718 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2719 break;
2720 case WINED3D_TOP_ADD_SIGNED_2X:
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2722 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2723 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2724 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2725 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2726 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2727 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2728 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2729 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2730 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2732 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2733 break;
2734 case WINED3D_TOP_SUBTRACT:
2735 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2737 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2738 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2739 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2740 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2741 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2742 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2743 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2744 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2745 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2746 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2747 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2748 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2749 } else {
2750 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2752 break;
2754 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2755 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2756 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2757 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2758 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2759 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2760 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2761 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2762 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2763 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2764 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2765 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2766 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2767 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2768 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2770 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2771 break;
2772 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2773 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2774 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2775 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2776 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2777 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2778 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2779 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2780 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2781 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2782 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2783 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2784 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2785 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2786 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2788 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2789 break;
2790 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2791 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2792 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2794 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2795 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2796 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2797 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2798 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2799 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2800 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2801 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2802 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2803 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2804 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2805 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2806 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2807 break;
2808 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2809 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2810 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2811 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2812 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2813 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2814 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2815 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2816 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2817 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2818 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2819 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2820 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2821 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2822 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2823 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2824 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2825 break;
2826 case WINED3D_TOP_DOTPRODUCT3:
2827 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2829 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2830 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2832 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2834 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2835 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2836 } else {
2837 FIXME("This version of opengl does not support GL_DOT3\n");
2839 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2840 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2841 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2842 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2843 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2844 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2845 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2846 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2847 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2848 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2849 break;
2850 case WINED3D_TOP_LERP:
2851 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2852 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2853 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2854 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2855 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2856 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2857 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2858 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2859 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2860 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2861 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2862 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2863 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2864 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2865 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2866 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2867 break;
2868 case WINED3D_TOP_ADD_SMOOTH:
2869 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2871 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2872 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2873 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2874 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2875 switch (opr1) {
2876 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2877 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2878 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2879 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2881 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2882 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2883 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2884 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2885 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2886 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2887 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2888 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2889 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2890 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2891 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2892 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2893 } else
2894 Handled = FALSE;
2895 break;
2896 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2897 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2899 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2900 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2901 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2902 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2903 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2904 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2905 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2906 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2907 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2908 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2909 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2910 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2911 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2912 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2913 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2914 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2915 } else
2916 Handled = FALSE;
2917 break;
2918 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2919 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2921 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2922 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2923 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2924 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2925 switch (opr1) {
2926 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2927 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2928 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2929 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2931 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2932 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2933 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2934 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2935 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2936 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2937 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2938 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2939 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2940 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2941 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2942 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2943 } else
2944 Handled = FALSE;
2945 break;
2946 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2947 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2949 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2950 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2951 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2952 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2953 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2954 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2955 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2956 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2957 switch (opr1) {
2958 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2959 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2960 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2961 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2963 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2964 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2965 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2966 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2967 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2968 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2969 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2970 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2971 } else
2972 Handled = FALSE;
2973 break;
2974 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2975 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2977 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2978 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2979 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2980 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2981 switch (opr1) {
2982 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2983 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2984 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2985 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2987 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2988 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2989 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2990 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2991 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2992 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2993 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2994 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2995 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2996 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2997 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2998 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2999 } else
3000 Handled = FALSE;
3001 break;
3002 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3003 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3005 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3006 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3007 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3008 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3009 switch (opr1) {
3010 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3011 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3012 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3013 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3015 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3016 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3017 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3018 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3019 switch (opr1) {
3020 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3021 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3022 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3023 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3025 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3026 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3027 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3028 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3029 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3030 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3031 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3032 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3033 } else
3034 Handled = FALSE;
3035 break;
3036 case WINED3D_TOP_MULTIPLY_ADD:
3037 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3039 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3040 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3041 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3042 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3043 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3044 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3045 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3046 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3047 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3048 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3049 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3050 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3051 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3052 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3053 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3054 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3055 } else
3056 Handled = FALSE;
3057 break;
3058 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3059 case WINED3D_TOP_BUMPENVMAP:
3060 if (gl_info->supported[NV_TEXTURE_SHADER2])
3062 /* Technically texture shader support without register combiners is possible, but not expected to occur
3063 * on real world cards, so for now a fixme should be enough
3065 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3067 Handled = FALSE;
3068 break;
3070 default:
3071 Handled = FALSE;
3074 if (Handled) {
3075 BOOL combineOK = TRUE;
3076 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3078 DWORD op2;
3080 if (isAlpha)
3081 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3082 else
3083 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3085 /* Note: If COMBINE4 in effect can't go back to combine! */
3086 switch (op2)
3088 case WINED3D_TOP_ADD_SMOOTH:
3089 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3090 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3091 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3092 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3093 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3094 case WINED3D_TOP_MULTIPLY_ADD:
3095 /* Ignore those implemented in both cases */
3096 switch (op)
3098 case WINED3D_TOP_SELECT_ARG1:
3099 case WINED3D_TOP_SELECT_ARG2:
3100 combineOK = FALSE;
3101 Handled = FALSE;
3102 break;
3103 default:
3104 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3105 return;
3110 if (combineOK)
3112 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3113 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3115 return;
3119 /* After all the extensions, if still unhandled, report fixme */
3120 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3124 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3126 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3127 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3128 DWORD mapped_stage = context->tex_unit_map[stage];
3129 const struct wined3d_gl_info *gl_info = context->gl_info;
3131 TRACE("Setting color op for stage %d\n", stage);
3133 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3134 if (use_ps(state)) return;
3136 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3138 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3140 if (tex_used && mapped_stage >= gl_info->limits.textures)
3142 FIXME("Attempt to enable unsupported stage!\n");
3143 return;
3145 context_active_texture(context, gl_info, mapped_stage);
3148 if (stage >= context->lowest_disabled_stage)
3150 TRACE("Stage disabled\n");
3151 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3153 /* Disable everything here */
3154 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3155 checkGLcall("glDisable(GL_TEXTURE_2D)");
3156 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3157 checkGLcall("glDisable(GL_TEXTURE_3D)");
3158 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3160 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3161 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3163 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3165 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3166 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3169 /* All done */
3170 return;
3173 /* The sampler will also activate the correct texture dimensions, so no
3174 * need to do it here if the sampler for this stage is dirty. */
3175 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3176 texture_activate_dimensions(state->textures[stage], gl_info);
3178 set_tex_op(gl_info, state, FALSE, stage,
3179 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3180 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3181 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3182 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3185 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3187 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3188 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3189 DWORD mapped_stage = context->tex_unit_map[stage];
3190 const struct wined3d_gl_info *gl_info = context->gl_info;
3191 DWORD op, arg1, arg2, arg0;
3193 TRACE("Setting alpha op for stage %d\n", stage);
3194 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3195 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3197 if (tex_used && mapped_stage >= gl_info->limits.textures)
3199 FIXME("Attempt to enable unsupported stage!\n");
3200 return;
3202 context_active_texture(context, gl_info, mapped_stage);
3205 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3206 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3207 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3208 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3210 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3212 struct wined3d_texture *texture = state->textures[0];
3213 GLenum texture_dimensions = texture->target;
3215 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3217 if (texture->color_key_flags & WINEDDSD_CKSRCBLT && !texture->resource.format->alpha_size)
3219 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3220 * properly. On the other hand applications can still use texture combiners apparently. This code
3221 * takes care that apps cannot remove the texture's alpha channel entirely.
3223 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3224 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3225 * and alpha component of diffuse color to draw things like translucent text and perform other
3226 * blending effects.
3228 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3229 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3230 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3231 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3232 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3233 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3234 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3235 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3236 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3237 * alpha.
3239 * What to do with multitexturing? So far no app has been found that uses color keying with
3240 * multitexturing */
3241 if (op == WINED3D_TOP_DISABLE)
3243 arg1 = WINED3DTA_TEXTURE;
3244 op = WINED3D_TOP_SELECT_ARG1;
3246 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3248 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3250 arg2 = WINED3DTA_TEXTURE;
3251 op = WINED3D_TOP_MODULATE;
3253 else arg1 = WINED3DTA_TEXTURE;
3255 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3257 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3259 arg1 = WINED3DTA_TEXTURE;
3260 op = WINED3D_TOP_MODULATE;
3262 else arg2 = WINED3DTA_TEXTURE;
3268 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3269 * this if block here, and the other code(color keying, texture unit selection) are the same
3271 TRACE("Setting alpha op for stage %d\n", stage);
3272 if (gl_info->supported[NV_REGISTER_COMBINERS])
3274 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3275 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3277 else
3279 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3283 void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3285 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3286 const struct wined3d_device *device = context->swapchain->device;
3287 const struct wined3d_gl_info *gl_info = context->gl_info;
3288 DWORD mapped_stage = context->tex_unit_map[texUnit];
3289 BOOL generated;
3290 int coordIdx;
3292 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3293 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3295 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3296 return;
3299 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3300 if (mapped_stage >= gl_info->limits.textures) return;
3302 context_active_texture(context, gl_info, mapped_stage);
3303 generated = (state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3304 coordIdx = min(state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff], MAX_TEXTURES - 1);
3306 set_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + texUnit].u.m[0][0],
3307 state->texture_states[texUnit][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3308 generated, context->last_was_rhw,
3309 context->stream_info.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3310 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3311 : WINED3DFMT_UNKNOWN,
3312 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv));
3314 /* The sampler applying function calls us if this changes */
3315 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3317 if(generated) {
3318 FIXME("Non-power2 texture being used with generated texture coords\n");
3320 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3321 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3322 if (!use_ps(state))
3324 TRACE("Non power two matrix multiply fixup\n");
3325 gl_info->gl_ops.gl.p_glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3330 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3332 unsigned int texture_idx;
3334 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3336 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3337 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3341 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3342 GLuint *curVBO, const struct wined3d_state *state)
3344 const struct wined3d_gl_info *gl_info = context->gl_info;
3345 unsigned int mapped_stage = 0;
3346 unsigned int textureNo = 0;
3348 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3350 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3352 mapped_stage = context->tex_unit_map[textureNo];
3353 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3355 if (mapped_stage >= gl_info->limits.texture_coords)
3357 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3358 continue;
3361 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3363 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3365 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3366 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3368 if (*curVBO != e->data.buffer_object)
3370 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
3371 checkGLcall("glBindBuffer");
3372 *curVBO = e->data.buffer_object;
3375 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3376 checkGLcall("glClientActiveTextureARB");
3378 /* The coords to supply depend completely on the fvf / vertex shader */
3379 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3380 e->data.addr + state->load_base_vertex_index * e->stride);
3381 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3383 else
3385 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3388 if (gl_info->supported[NV_REGISTER_COMBINERS])
3390 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3391 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3393 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3397 checkGLcall("loadTexCoords");
3400 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3402 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3403 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3404 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3405 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3406 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3407 const struct wined3d_gl_info *gl_info = context->gl_info;
3408 DWORD mapped_stage = context->tex_unit_map[stage];
3410 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3412 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3413 return;
3416 if (mapped_stage >= gl_info->limits.fragment_samplers)
3418 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3419 return;
3421 context_active_texture(context, gl_info, mapped_stage);
3423 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3425 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3426 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3427 * means use the vertex position (camera-space) as the input texture coordinates
3428 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3429 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3430 * to the TEXCOORDINDEX value
3432 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3434 case WINED3DTSS_TCI_PASSTHRU:
3435 /* Use the specified texture coordinates contained within the
3436 * vertex format. This value resolves to zero. */
3437 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3438 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3439 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3440 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3441 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3442 break;
3444 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3445 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3446 * as the input texture coordinates for this stage's texture transformation. This
3447 * equates roughly to EYE_LINEAR */
3449 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3450 gl_info->gl_ops.gl.p_glPushMatrix();
3451 gl_info->gl_ops.gl.p_glLoadIdentity();
3452 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3453 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3454 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3455 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3456 gl_info->gl_ops.gl.p_glPopMatrix();
3457 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3459 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3460 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3461 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3462 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3464 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3465 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3466 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3467 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3469 break;
3471 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3472 /* Note that NV_TEXGEN_REFLECTION support is implied when
3473 * ARB_TEXTURE_CUBE_MAP is supported */
3474 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3476 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3477 break;
3480 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3481 gl_info->gl_ops.gl.p_glPushMatrix();
3482 gl_info->gl_ops.gl.p_glLoadIdentity();
3483 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3484 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3485 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3486 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3487 gl_info->gl_ops.gl.p_glPopMatrix();
3488 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3490 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3491 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3492 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3493 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3495 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3496 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3497 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3498 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3500 break;
3502 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3503 /* Note that NV_TEXGEN_REFLECTION support is implied when
3504 * ARB_TEXTURE_CUBE_MAP is supported */
3505 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3507 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3508 break;
3511 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3512 gl_info->gl_ops.gl.p_glPushMatrix();
3513 gl_info->gl_ops.gl.p_glLoadIdentity();
3514 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3515 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3516 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3517 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3518 gl_info->gl_ops.gl.p_glPopMatrix();
3519 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3521 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3522 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3523 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3524 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3526 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3527 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3528 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3529 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3531 break;
3533 case WINED3DTSS_TCI_SPHEREMAP:
3534 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3535 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3536 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3538 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3539 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3540 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3541 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3543 break;
3545 default:
3546 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3547 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3548 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3549 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3550 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3551 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3552 checkGLcall("Disable texgen.");
3554 break;
3557 /* Update the texture matrix. */
3558 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3559 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3561 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3563 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3564 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3565 * and do all the things linked to it
3566 * TODO: Tidy that up to reload only the arrays of the changed unit
3568 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3570 unload_tex_coords(gl_info);
3571 load_tex_coords(context, &context->stream_info, &curVBO, state);
3575 void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3577 const DWORD sampler = state_id - STATE_SAMPLER(0);
3578 const struct wined3d_texture *texture = state->textures[sampler];
3580 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3582 if(!texture) return;
3583 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3584 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3585 * scaling is reapplied or removed, the texture matrix has to be reapplied
3587 * The mapped stage is already active because the sampler() function below, which is part of the
3588 * misc pipeline
3590 if (sampler < MAX_TEXTURES)
3592 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3594 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3596 if (texIsPow2)
3597 context->lastWasPow2Texture |= 1 << sampler;
3598 else
3599 context->lastWasPow2Texture &= ~(1 << sampler);
3601 transform_texture(context, state,
3602 STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3607 static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
3608 enum wined3d_texture_address t)
3610 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3612 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3613 return WINED3D_TADDRESS_WRAP;
3616 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3617 if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
3618 && t == WINED3D_TADDRESS_WRAP))
3619 return WINED3D_TADDRESS_CLAMP;
3621 return t;
3624 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3625 const struct wined3d_gl_info *gl_info, const DWORD *sampler_states, const struct wined3d_texture *texture)
3627 union
3629 float f;
3630 DWORD d;
3631 } lod_bias;
3633 desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3634 desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3635 desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3636 D3DCOLORTOGLFLOAT4(sampler_states[WINED3D_SAMP_BORDER_COLOR], desc->border_color);
3637 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3638 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3639 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3640 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3641 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3642 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3643 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3644 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3645 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3646 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3647 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3648 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3649 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3650 desc->lod_bias = lod_bias.f;
3651 desc->min_lod = -1000.0f;
3652 desc->max_lod = 1000.0f;
3653 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3654 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3655 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3656 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3657 || (texture->flags & WINED3D_TEXTURE_COND_NP2))
3658 desc->max_anisotropy = 1;
3659 desc->compare = texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW;
3660 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3661 desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
3663 if (!(texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING))
3665 desc->mag_filter = WINED3D_TEXF_POINT;
3666 desc->min_filter = WINED3D_TEXF_POINT;
3667 desc->mip_filter = WINED3D_TEXF_NONE;
3670 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3672 desc->mip_filter = WINED3D_TEXF_NONE;
3673 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3674 desc->min_filter = WINED3D_TEXF_POINT;
3678 /* Enabling and disabling texture dimensions is done by texture stage state /
3679 * pixel shader setup, this function only has to bind textures and set the per
3680 * texture states. */
3681 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3683 DWORD sampler_idx = state_id - STATE_SAMPLER(0);
3684 DWORD mapped_stage = context->tex_unit_map[sampler_idx];
3685 const struct wined3d_gl_info *gl_info = context->gl_info;
3687 TRACE("Sampler %u.\n", sampler_idx);
3690 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3692 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3693 return;
3696 if (mapped_stage >= gl_info->limits.combined_samplers)
3698 return;
3700 context_active_texture(context, gl_info, mapped_stage);
3702 if (state->textures[sampler_idx])
3704 struct wined3d_texture *texture = state->textures[sampler_idx];
3705 BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
3706 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3707 struct wined3d_sampler_desc desc;
3708 struct gl_texture *gl_tex;
3709 unsigned int base_level;
3711 wined3d_sampler_desc_from_sampler_states(&desc, gl_info, sampler_states, texture);
3713 wined3d_texture_bind(texture, context, srgb);
3714 if (!gl_info->supported[ARB_SAMPLER_OBJECTS])
3716 wined3d_texture_apply_sampler_desc(texture, &desc, gl_info);
3718 else
3720 struct wined3d_device *device = context->swapchain->device;
3721 struct wined3d_sampler *sampler;
3722 struct wine_rb_entry *entry;
3724 if ((entry = wine_rb_get(&device->samplers, &desc)))
3726 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3728 else
3730 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &sampler)))
3732 ERR("Failed to create sampler.\n");
3733 sampler = NULL;
3735 else
3737 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3738 ERR("Failed to insert sampler.\n");
3742 if (sampler)
3744 GL_EXTCALL(glBindSampler(sampler_idx, sampler->name));
3745 checkGLcall("glBindSampler");
3749 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3750 base_level = 0;
3751 else if (desc.mip_filter == WINED3D_TEXF_NONE)
3752 base_level = texture->lod;
3753 else
3754 base_level = min(max(sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL],
3755 texture->lod), texture->level_count - 1);
3757 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
3758 if (base_level != gl_tex->base_level)
3760 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
3761 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
3762 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
3763 * corresponds to GL_TEXTURE_BASE_LEVEL. */
3764 gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
3765 gl_tex->base_level = base_level;
3768 if (!use_ps(state) && sampler_idx < context->lowest_disabled_stage)
3770 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler_idx)
3772 /* If color keying is enabled update the alpha test, it
3773 * depends on the existence of a color key in stage 0. */
3774 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3778 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3779 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3780 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3782 else
3784 if (sampler_idx < context->lowest_disabled_stage)
3786 /* TODO: What should I do with pixel shaders here ??? */
3787 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler_idx)
3789 /* If color keying is enabled update the alpha test, it
3790 * depends on the existence of a color key in stage 0. */
3791 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3793 } /* Otherwise tex_colorop disables the stage */
3794 context_bind_texture(context, GL_NONE, 0);
3798 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3800 unsigned int i;
3802 if (use_ps(state))
3804 if (!context->last_was_pshader)
3806 /* Former draw without a pixel shader, some samplers may be
3807 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3808 * make sure to enable them. */
3809 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3811 if (!isStateDirty(context, STATE_SAMPLER(i)))
3812 sampler(context, state, STATE_SAMPLER(i));
3814 context->last_was_pshader = TRUE;
3816 else
3818 /* Otherwise all samplers were activated by the code above in
3819 * earlier draws, or by sampler() if a different texture was
3820 * bound. I don't have to do anything. */
3823 else
3825 /* Disabled the pixel shader - color ops weren't applied while it was
3826 * enabled, so re-apply them. */
3827 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3829 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3830 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3832 context->last_was_pshader = FALSE;
3835 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
3838 static void state_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3840 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_GEOMETRY;
3843 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3845 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3848 void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3850 const struct wined3d_gl_info *gl_info = context->gl_info;
3852 /* This function is called by transform_view below if the view matrix was changed too
3854 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3855 * does not always update the world matrix, only on a switch between transformed
3856 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3857 * draw, but that should be rather rare and cheaper in total.
3859 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3860 checkGLcall("glMatrixMode");
3862 if (context->last_was_rhw)
3864 gl_info->gl_ops.gl.p_glLoadIdentity();
3865 checkGLcall("glLoadIdentity()");
3867 else
3869 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3870 checkGLcall("glLoadMatrixf");
3871 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]);
3872 checkGLcall("glMultMatrixf");
3876 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3878 const struct wined3d_gl_info *gl_info = context->gl_info;
3879 UINT index = state_id - STATE_CLIPPLANE(0);
3880 GLdouble plane[4];
3882 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes)
3883 return;
3885 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3886 gl_info->gl_ops.gl.p_glPushMatrix();
3888 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3889 if (!use_vs(state))
3890 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3891 else
3892 /* With vertex shaders, clip planes are not transformed in Direct3D,
3893 * while in OpenGL they are still transformed by the model view matix. */
3894 gl_info->gl_ops.gl.p_glLoadIdentity();
3896 plane[0] = state->clip_planes[index].x;
3897 plane[1] = state->clip_planes[index].y;
3898 plane[2] = state->clip_planes[index].z;
3899 plane[3] = state->clip_planes[index].w;
3901 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3902 plane[0], plane[1], plane[2], plane[3]);
3903 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3904 checkGLcall("glClipPlane");
3906 gl_info->gl_ops.gl.p_glPopMatrix();
3909 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3911 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3912 const struct wined3d_gl_info *gl_info = context->gl_info;
3913 GLenum glMat;
3915 TRACE("Setting world matrix %d\n", matrix);
3917 if (matrix >= gl_info->limits.blends)
3919 WARN("Unsupported blend matrix set\n");
3920 return;
3923 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3924 return;
3926 /* GL_MODELVIEW0_ARB: 0x1700
3927 * GL_MODELVIEW1_ARB: 0x850a
3928 * GL_MODELVIEW2_ARB: 0x8722
3929 * GL_MODELVIEW3_ARB: 0x8723
3930 * etc
3931 * GL_MODELVIEW31_ARB: 0x873f
3933 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3934 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3936 gl_info->gl_ops.gl.p_glMatrixMode(glMat);
3937 checkGLcall("glMatrixMode(glMat)");
3939 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3940 * matrices while gl uses only 2. To avoid weighting the view matrix
3941 * incorrectly it has to be multiplied into every GL modelview matrix. */
3942 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3943 checkGLcall("glLoadMatrixf");
3944 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]);
3945 checkGLcall("glMultMatrixf");
3948 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3950 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3951 static unsigned int once;
3953 if (f == WINED3D_VBF_DISABLE)
3954 return;
3956 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3957 else WARN("Vertex blend flags %#x not supported.\n", f);
3960 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3962 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3963 struct wined3d_device *device = context->swapchain->device;
3964 const struct wined3d_gl_info *gl_info = context->gl_info;
3965 static unsigned int once;
3967 switch (val)
3969 case WINED3D_VBF_1WEIGHTS:
3970 case WINED3D_VBF_2WEIGHTS:
3971 case WINED3D_VBF_3WEIGHTS:
3972 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
3973 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3975 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3976 * This is enabled at context creation with enabling
3977 * GL_WEIGHT_SUM_UNITY_ARB. */
3978 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3980 if (!device->vertexBlendUsed)
3982 unsigned int i;
3983 for (i = 1; i < gl_info->limits.blends; ++i)
3985 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3986 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3988 device->vertexBlendUsed = TRUE;
3990 break;
3992 case WINED3D_VBF_TWEENING:
3993 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3994 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3995 else WARN("Vertex blend flags %#x not supported.\n", val);
3996 /* Fall through. */
3997 case WINED3D_VBF_DISABLE:
3998 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
3999 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
4000 break;
4004 void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4006 const struct wined3d_gl_info *gl_info = context->gl_info;
4007 const struct wined3d_light_info *light = NULL;
4008 unsigned int k;
4010 /* If we are changing the View matrix, reset the light and clipping planes to the new view
4011 * NOTE: We have to reset the positions even if the light/plane is not currently
4012 * enabled, since the call to enable it will not reset the position.
4013 * NOTE2: Apparently texture transforms do NOT need reapplying
4016 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4017 checkGLcall("glMatrixMode(GL_MODELVIEW)");
4018 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
4019 checkGLcall("glLoadMatrixf(...)");
4021 /* Reset lights. TODO: Call light apply func */
4022 for (k = 0; k < gl_info->limits.lights; ++k)
4024 if (!(light = state->lights[k]))
4025 continue;
4026 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
4027 checkGLcall("glLightfv posn");
4028 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
4029 checkGLcall("glLightfv dirn");
4032 /* Reset Clipping Planes */
4033 for (k = 0; k < gl_info->limits.clipplanes; ++k)
4035 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
4036 clipplane(context, state, STATE_CLIPPLANE(k));
4039 if (context->last_was_rhw)
4041 gl_info->gl_ops.gl.p_glLoadIdentity();
4042 checkGLcall("glLoadIdentity()");
4043 /* No need to update the world matrix, the identity is fine */
4044 return;
4047 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
4048 * No need to do it here if the state is scheduled for update. */
4049 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4050 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4052 /* Avoid looping over a number of matrices if the app never used the functionality */
4053 if (context->swapchain->device->vertexBlendUsed)
4055 for (k = 1; k < gl_info->limits.blends; ++k)
4057 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
4058 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
4063 void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4065 const struct wined3d_gl_info *gl_info = context->gl_info;
4067 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
4068 checkGLcall("glMatrixMode(GL_PROJECTION)");
4070 /* There are a couple of additional things we have to take into account
4071 * here besides the projection transformation itself:
4072 * - We need to flip along the y-axis in case of offscreen rendering.
4073 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4074 * - D3D coordinates refer to pixel centers while GL coordinates refer
4075 * to pixel corners.
4076 * - D3D has a top-left filling convention. We need to maintain this
4077 * even after the y-flip mentioned above.
4078 * In order to handle the last two points, we translate by
4079 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4080 * translating slightly less than half a pixel. We want the difference to
4081 * be large enough that it doesn't get lost due to rounding inside the
4082 * driver, but small enough to prevent it from interfering with any
4083 * anti-aliasing. */
4085 if (context->last_was_rhw)
4087 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4088 double x = state->viewport.x;
4089 double y = state->viewport.y;
4090 double w = state->viewport.width;
4091 double h = state->viewport.height;
4092 double x_scale = 2.0 / w;
4093 double x_offset = ((63.0 / 64.0) - (2.0 * x) - w) / w;
4094 double y_scale = context->render_offscreen ? 2.0 / h : 2.0 / -h;
4095 double y_offset = context->render_offscreen
4096 ? ((63.0 / 64.0) - (2.0 * y) - h) / h
4097 : ((63.0 / 64.0) - (2.0 * y) - h) / -h;
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, 2.0, 0.0,
4103 x_offset, y_offset, -1.0, 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(glDisableVertexAttribArrayARB(i));
4151 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4152 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4153 GL_EXTCALL(glVertexAttribDivisorARB(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(glVertexAttrib4fARB(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(glVertexAttribDivisorARB(i, 1));
4211 else if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4213 GL_EXTCALL(glVertexAttribDivisorARB(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(glVertexAttribPointerARB(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(glEnableVertexAttribArrayARB(i));
4239 context->numbered_array_mask |= (1 << i);
4242 else
4244 /* Stride = 0 means always the same values.
4245 * glVertexAttribPointerARB 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(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4260 break;
4261 case WINED3DFMT_R32G32_FLOAT:
4262 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4263 break;
4264 case WINED3DFMT_R32G32B32_FLOAT:
4265 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4266 break;
4267 case WINED3DFMT_R32G32B32A32_FLOAT:
4268 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4269 break;
4271 case WINED3DFMT_R8G8B8A8_UINT:
4272 GL_EXTCALL(glVertexAttrib4NubvARB(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(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4282 break;
4284 /* else fallthrough */
4285 case WINED3DFMT_R8G8B8A8_UNORM:
4286 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4287 break;
4289 case WINED3DFMT_R16G16_SINT:
4290 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4291 break;
4292 case WINED3DFMT_R16G16B16A16_SINT:
4293 GL_EXTCALL(glVertexAttrib4svARB(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(glVertexAttrib4NsvARB(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(glVertexAttrib4NusvARB(i, s));
4306 break;
4308 case WINED3DFMT_R16G16B16A16_SNORM:
4309 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4310 break;
4311 case WINED3DFMT_R16G16B16A16_UNORM:
4312 GL_EXTCALL(glVertexAttrib4NusvARB(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(glVertexAttrib2fARB(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(glVertexAttrib4fARB(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;
4769 if (transformed != wasrhw && !isStateDirty(context, STATE_RENDER(WINED3D_RS_ZENABLE)))
4770 state_zenable(context, state, STATE_RENDER(WINED3D_RS_ZENABLE));
4773 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4775 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4776 const struct wined3d_gl_info *gl_info = context->gl_info;
4777 struct wined3d_viewport vp = state->viewport;
4779 if (vp.width > target->width)
4780 vp.width = target->width;
4781 if (vp.height > target->height)
4782 vp.height = target->height;
4784 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4785 checkGLcall("glDepthRange");
4786 /* Note: GL requires lower left, DirectX supplies upper left. This is
4787 * reversed when using offscreen rendering. */
4788 if (context->render_offscreen)
4790 gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
4792 else
4794 UINT width, height;
4796 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4797 gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
4798 vp.width, vp.height);
4800 checkGLcall("glViewport");
4803 void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4805 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4806 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4807 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4808 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4809 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4810 /* Update the position fixup. */
4811 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
4814 void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4816 const struct wined3d_gl_info *gl_info = context->gl_info;
4817 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4818 const struct wined3d_light_info *lightInfo = state->lights[Index];
4820 if (!lightInfo)
4822 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4823 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4825 else
4827 float quad_att;
4828 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4830 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4831 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4832 gl_info->gl_ops.gl.p_glPushMatrix();
4833 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
4835 /* Diffuse: */
4836 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4837 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4838 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4839 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4840 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4841 checkGLcall("glLightfv");
4843 /* Specular */
4844 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4845 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4846 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4847 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4848 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4849 checkGLcall("glLightfv");
4851 /* Ambient */
4852 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4853 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4854 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4855 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4856 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4857 checkGLcall("glLightfv");
4859 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4860 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4861 else
4862 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4864 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4865 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4866 * Attenuation0 to NaN and crashes in the gl lib
4869 switch (lightInfo->OriginalParms.type)
4871 case WINED3D_LIGHT_POINT:
4872 /* Position */
4873 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4874 checkGLcall("glLightfv");
4875 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4876 checkGLcall("glLightf");
4877 /* Attenuation - Are these right? guessing... */
4878 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4879 lightInfo->OriginalParms.attenuation0);
4880 checkGLcall("glLightf");
4881 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4882 lightInfo->OriginalParms.attenuation1);
4883 checkGLcall("glLightf");
4884 if (quad_att < lightInfo->OriginalParms.attenuation2)
4885 quad_att = lightInfo->OriginalParms.attenuation2;
4886 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4887 checkGLcall("glLightf");
4888 /* FIXME: Range */
4889 break;
4891 case WINED3D_LIGHT_SPOT:
4892 /* Position */
4893 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4894 checkGLcall("glLightfv");
4895 /* Direction */
4896 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4897 checkGLcall("glLightfv");
4898 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4899 checkGLcall("glLightf");
4900 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4901 checkGLcall("glLightf");
4902 /* Attenuation - Are these right? guessing... */
4903 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4904 lightInfo->OriginalParms.attenuation0);
4905 checkGLcall("glLightf");
4906 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4907 lightInfo->OriginalParms.attenuation1);
4908 checkGLcall("glLightf");
4909 if (quad_att < lightInfo->OriginalParms.attenuation2)
4910 quad_att = lightInfo->OriginalParms.attenuation2;
4911 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4912 checkGLcall("glLightf");
4913 /* FIXME: Range */
4914 break;
4916 case WINED3D_LIGHT_DIRECTIONAL:
4917 /* Direction */
4918 /* Note GL uses w position of 0 for direction! */
4919 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4920 checkGLcall("glLightfv");
4921 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4922 checkGLcall("glLightf");
4923 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4924 checkGLcall("glLightf");
4925 break;
4927 default:
4928 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4931 /* Restore the modelview matrix */
4932 gl_info->gl_ops.gl.p_glPopMatrix();
4934 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4935 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4939 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4941 const struct wined3d_gl_info *gl_info = context->gl_info;
4942 const RECT *r = &state->scissor_rect;
4944 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4945 * so our viewport correction does not apply. Warning2: Even in windowed
4946 * mode the coords are relative to the window, not the screen. */
4947 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4949 if (context->render_offscreen)
4951 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4953 else
4955 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4956 UINT height;
4957 UINT width;
4959 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4960 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4962 checkGLcall("glScissor");
4965 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4967 const struct wined3d_stream_info *stream_info = &context->stream_info;
4968 const struct wined3d_gl_info *gl_info = context->gl_info;
4970 if (!state->index_buffer || !stream_info->all_vbo)
4972 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4974 else
4976 struct wined3d_buffer *ib = state->index_buffer;
4977 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4981 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4983 const struct wined3d_gl_info *gl_info = context->gl_info;
4985 if (context->render_offscreen)
4987 gl_info->gl_ops.gl.p_glFrontFace(GL_CCW);
4988 checkGLcall("glFrontFace(GL_CCW)");
4990 else
4992 gl_info->gl_ops.gl.p_glFrontFace(GL_CW);
4993 checkGLcall("glFrontFace(GL_CW)");
4997 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4999 static BOOL warned;
5001 if (!warned)
5003 WARN("Point sprite coordinate origin switching not supported.\n");
5004 warned = TRUE;
5008 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5010 const struct wined3d_gl_info *gl_info = context->gl_info;
5011 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
5013 if (gl_info->supported[NV_POINT_SPRITE])
5015 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
5016 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
5020 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5022 const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
5023 const struct wined3d_gl_info *gl_info = context->gl_info;
5025 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5027 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
5028 && rt_format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
5029 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
5030 else
5031 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
5034 static void state_cb(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
5035 enum wined3d_shader_type type, unsigned int base, unsigned int count)
5037 struct wined3d_buffer *buffer;
5038 unsigned int i;
5040 for (i = 0; i < count; ++i)
5042 buffer = state->cb[type][i];
5043 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
5045 checkGLcall("glBindBufferBase");
5048 static void state_cb_vs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5050 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
5052 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5054 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_VERTEX, 0, limits->vertex_uniform_blocks);
5057 static void state_cb_gs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5059 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
5061 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5063 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_GEOMETRY,
5064 limits->vertex_uniform_blocks, limits->geometry_uniform_blocks);
5067 static void state_cb_ps(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5069 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
5071 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5073 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_PIXEL,
5074 limits->vertex_uniform_blocks + limits->geometry_uniform_blocks, limits->fragment_uniform_blocks);
5077 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5079 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5081 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
5084 const struct StateEntryTemplate misc_state_template[] =
5086 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_vs, }, ARB_UNIFORM_BUFFER_OBJECT },
5087 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
5088 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_gs, }, ARB_UNIFORM_BUFFER_OBJECT },
5089 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
5090 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_ps, }, ARB_UNIFORM_BUFFER_OBJECT },
5091 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
5092 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5093 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5094 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
5095 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5098 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
5103 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
5104 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
5105 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
5106 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
5107 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
5109 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
5110 * vshader loadings are untied from each other
5112 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5113 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5114 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5115 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5116 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5117 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5118 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5119 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5120 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5121 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5122 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5123 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5124 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5125 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5126 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5127 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5128 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5129 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5130 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5131 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5132 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5133 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5134 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5135 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5136 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5137 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5138 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5139 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5140 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5141 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5142 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5143 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5144 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5145 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5146 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5147 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5148 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5149 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5150 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5151 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5152 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5153 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5154 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5155 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5156 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5157 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5158 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5159 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5161 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
5162 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
5163 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
5164 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
5165 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
5166 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
5167 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
5168 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
5169 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
5170 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5171 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
5172 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
5173 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
5174 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
5175 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
5176 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5177 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5178 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5179 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5180 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5181 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5182 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5183 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5184 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5185 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5186 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5187 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5188 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5189 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5190 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5191 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
5192 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5193 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5194 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5195 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5196 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5197 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5198 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5199 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5200 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5201 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5202 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5203 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5204 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5205 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5206 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5207 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5208 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5209 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5210 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5211 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5212 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5213 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5214 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5215 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5216 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5217 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5218 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5219 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5220 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5221 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5222 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5223 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5224 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5225 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5226 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5227 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5228 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5229 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5230 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5231 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5232 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5233 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5234 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5235 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5236 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5237 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5238 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5239 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5240 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5241 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5242 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5243 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5244 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5245 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5246 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5247 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5248 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5249 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5250 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5251 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5252 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5253 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5254 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5255 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5256 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5257 /* Samplers */
5258 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5259 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5260 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5261 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5262 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5263 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5264 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5265 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5266 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5267 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5268 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5269 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5270 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5271 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5272 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5273 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5274 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5275 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5276 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5277 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5278 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5279 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5280 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5281 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5282 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_geometry_shader}, WINED3D_GL_EXT_NONE },
5283 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5286 static const struct StateEntryTemplate vp_ffp_states[] =
5288 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5289 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5290 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5291 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5292 /* Clip planes */
5293 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5294 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5295 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5296 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5297 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5298 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5299 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5300 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5301 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5302 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5303 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5304 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5305 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5306 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5307 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5308 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5309 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5310 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5311 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5312 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5313 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5314 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5315 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5316 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5317 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5318 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5319 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5320 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5321 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5322 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5323 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5324 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5325 /* Lights */
5326 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5327 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5328 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5329 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5330 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5331 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5332 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5333 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5334 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5335 /* Viewport */
5336 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5337 /* Transform states follow */
5338 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5430 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5431 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5434 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5435 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5436 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5437 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5438 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5439 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5440 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5441 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5442 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5443 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5444 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5445 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5446 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5447 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5448 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5449 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5450 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5451 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5452 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5453 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5454 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5455 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5456 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5457 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5458 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5459 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5460 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5461 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5462 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5463 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5464 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5465 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5466 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5467 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5468 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5469 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5470 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5471 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5472 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5473 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5474 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5475 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5476 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5477 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5478 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5479 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5480 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5481 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5482 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5483 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5484 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5485 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5486 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5487 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5488 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5489 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5490 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5491 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5492 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5493 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5494 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5495 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5496 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5497 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5498 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5499 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5500 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5501 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5502 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5503 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5504 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5505 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5506 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5507 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5508 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5509 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5510 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5511 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5512 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5513 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5514 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5515 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5516 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5517 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5518 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5519 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5520 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5521 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5522 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5523 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5524 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5525 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5526 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5527 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5528 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5529 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5530 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5531 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5532 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5533 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5534 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5535 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5536 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5537 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5538 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5539 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5540 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5541 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5542 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5543 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5544 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5545 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5546 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5547 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5548 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5549 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5550 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5551 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5552 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5553 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5554 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5555 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5556 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5557 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5558 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5559 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5560 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5561 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5562 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5563 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5564 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5565 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5566 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5567 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5568 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5569 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5570 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5571 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5572 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5573 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5574 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5575 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5576 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5577 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5578 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5579 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5580 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5581 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5582 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5583 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5584 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5585 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5586 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5587 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5588 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5589 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5590 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5591 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5592 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5593 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5594 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5595 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5596 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5597 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5598 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5599 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5600 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5601 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5602 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5603 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5604 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5605 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5606 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5607 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5608 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5609 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5610 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5611 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5612 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5613 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5614 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5615 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5616 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5617 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5618 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5619 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5620 /* Fog */
5621 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5622 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5623 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5624 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5625 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5626 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5627 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5628 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5629 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5630 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5631 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5632 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5633 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5634 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5635 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5636 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5637 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5638 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5639 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5640 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5641 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5642 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5643 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5644 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5645 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5646 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5647 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5648 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5649 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5650 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5651 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5652 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5654 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5655 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5656 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5658 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5659 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5660 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5661 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5662 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5663 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5664 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5665 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5666 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5667 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5668 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5669 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5670 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5671 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5672 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5673 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5674 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5675 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5676 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5677 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5678 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5679 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5680 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5681 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5682 { STATE_POINT_SIZE_ENABLE, { STATE_POINT_SIZE_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5683 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5686 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5687 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5688 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5689 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5690 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5691 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5692 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5693 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5694 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5695 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5696 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5697 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5698 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5699 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5700 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5701 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5702 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5703 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5704 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5705 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5706 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5707 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5708 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5709 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5710 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5711 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5712 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5713 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5714 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5715 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5716 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5717 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5718 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5719 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5720 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5721 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5722 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5723 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5724 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5725 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5726 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5727 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5728 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5729 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5730 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5731 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5732 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5733 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5734 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5735 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5736 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5737 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5738 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5739 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5740 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5741 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5742 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5743 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5744 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5745 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5746 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5747 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5748 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5749 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5750 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5751 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5752 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5753 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5754 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5755 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5756 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5757 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5758 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5759 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5760 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5761 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5762 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5763 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5764 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5765 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5766 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5767 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5768 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5769 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5770 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5771 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5772 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5773 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5774 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5775 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5776 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5777 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5778 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5779 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5780 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5781 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5782 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5783 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5784 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5785 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5788 /* Context activation is done by the caller. */
5789 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5791 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5793 return shader_priv;
5796 static void ffp_free(struct wined3d_device *device) {}
5798 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5800 caps->xyzrhw = FALSE;
5801 caps->max_active_lights = gl_info->limits.lights;
5802 caps->max_vertex_blend_matrices = gl_info->limits.blends;
5803 caps->max_vertex_blend_matrix_index = 0;
5804 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5805 | WINED3DVTXPCAPS_MATERIALSOURCE7
5806 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5807 | WINED3DVTXPCAPS_LOCALVIEWER
5808 | WINED3DVTXPCAPS_VERTEXFOG
5809 | WINED3DVTXPCAPS_TEXGEN
5810 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5811 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5812 caps->max_user_clip_planes = gl_info->limits.clipplanes;
5813 caps->raster_caps = 0;
5814 if (gl_info->supported[NV_FOG_DISTANCE])
5815 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5818 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5820 ffp_enable,
5821 vp_ffp_get_caps,
5822 ffp_alloc,
5823 ffp_free,
5824 vp_ffp_states,
5827 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5829 caps->wined3d_caps = 0;
5830 caps->PrimitiveMiscCaps = 0;
5831 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5832 | WINED3DTEXOPCAPS_ADDSIGNED
5833 | WINED3DTEXOPCAPS_ADDSIGNED2X
5834 | WINED3DTEXOPCAPS_MODULATE
5835 | WINED3DTEXOPCAPS_MODULATE2X
5836 | WINED3DTEXOPCAPS_MODULATE4X
5837 | WINED3DTEXOPCAPS_SELECTARG1
5838 | WINED3DTEXOPCAPS_SELECTARG2
5839 | WINED3DTEXOPCAPS_DISABLE;
5841 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5842 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5843 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5845 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5846 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5847 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5848 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5849 | WINED3DTEXOPCAPS_LERP
5850 | WINED3DTEXOPCAPS_SUBTRACT;
5852 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5853 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5855 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5856 | WINED3DTEXOPCAPS_MULTIPLYADD
5857 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5858 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5859 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5861 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5862 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5864 caps->MaxTextureBlendStages = gl_info->limits.textures;
5865 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5868 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5870 if (TRACE_ON(d3d))
5872 TRACE("Checking support for fixup:\n");
5873 dump_color_fixup_desc(fixup);
5876 /* We only support identity conversions. */
5877 if (is_identity_fixup(fixup))
5879 TRACE("[OK]\n");
5880 return TRUE;
5883 TRACE("[FAILED]\n");
5884 return FALSE;
5887 const struct fragment_pipeline ffp_fragment_pipeline = {
5888 ffp_enable,
5889 ffp_fragment_get_caps,
5890 ffp_alloc,
5891 ffp_free,
5892 ffp_color_fixup_supported,
5893 ffp_fragmentstate_template,
5896 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5898 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5900 return shader_priv;
5903 static void none_free(struct wined3d_device *device) {}
5905 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5907 memset(caps, 0, sizeof(*caps));
5910 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5912 none_enable,
5913 vp_none_get_caps,
5914 none_alloc,
5915 none_free,
5916 NULL,
5919 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5921 memset(caps, 0, sizeof(*caps));
5924 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5926 return is_identity_fixup(fixup);
5929 const struct fragment_pipeline none_fragment_pipe =
5931 none_enable,
5932 fp_none_get_caps,
5933 none_alloc,
5934 none_free,
5935 fp_none_color_fixup_supported,
5936 NULL,
5939 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5941 unsigned int i;
5942 for(i = 0; funcs[i]; i++);
5943 return i;
5946 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5948 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5949 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5952 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5954 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5955 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5956 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5959 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5960 const struct wined3d_d3d_info *d3d_info)
5962 unsigned int start, last, i;
5964 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5965 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5966 for (i = start; i <= last; ++i)
5968 state_table[i].representative = 0;
5969 state_table[i].apply = state_undefined;
5972 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5973 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5974 for (i = start; i <= last; ++i)
5976 state_table[i].representative = 0;
5977 state_table[i].apply = state_undefined;
5980 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info->limits.blends));
5981 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5982 for (i = start; i <= last; ++i)
5984 state_table[i].representative = 0;
5985 state_table[i].apply = state_undefined;
5989 static void validate_state_table(struct StateEntry *state_table)
5991 static const struct
5993 DWORD first;
5994 DWORD last;
5996 rs_holes[] =
5998 { 1, 1},
5999 { 3, 3},
6000 { 17, 18},
6001 { 21, 21},
6002 { 42, 45},
6003 { 47, 47},
6004 { 61, 127},
6005 {149, 150},
6006 {169, 169},
6007 {177, 177},
6008 {196, 197},
6009 { 0, 0},
6011 static const DWORD simple_states[] =
6013 STATE_MATERIAL,
6014 STATE_VDECL,
6015 STATE_STREAMSRC,
6016 STATE_INDEXBUFFER,
6017 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
6018 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
6019 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
6020 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
6021 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
6022 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
6023 STATE_VIEWPORT,
6024 STATE_LIGHT_TYPE,
6025 STATE_SCISSORRECT,
6026 STATE_FRONTFACE,
6027 STATE_POINTSPRITECOORDORIGIN,
6028 STATE_BASEVERTEXINDEX,
6029 STATE_FRAMEBUFFER,
6030 STATE_POINT_SIZE_ENABLE,
6032 unsigned int i, current;
6034 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
6036 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
6038 if (!state_table[i].representative)
6039 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
6041 else if (state_table[i].representative)
6042 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
6044 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
6047 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
6049 if (!state_table[simple_states[i]].representative)
6050 ERR("State %s (%#x) should have a representative.\n",
6051 debug_d3dstate(simple_states[i]), simple_states[i]);
6054 for (i = 0; i < STATE_HIGHEST + 1; ++i)
6056 DWORD rep = state_table[i].representative;
6057 if (rep)
6059 if (state_table[rep].representative != rep)
6061 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
6062 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
6063 state_table[i].representative = 0;
6066 if (rep != i)
6068 if (state_table[i].apply)
6069 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
6071 else if (!state_table[i].apply)
6073 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
6079 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
6080 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
6081 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
6082 const struct StateEntryTemplate *misc)
6084 unsigned int i, type, handlers;
6085 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
6086 const struct StateEntryTemplate *cur;
6087 BOOL set[STATE_HIGHEST + 1];
6089 memset(multistate_funcs, 0, sizeof(multistate_funcs));
6091 for(i = 0; i < STATE_HIGHEST + 1; i++) {
6092 StateTable[i].representative = 0;
6093 StateTable[i].apply = state_undefined;
6096 for(type = 0; type < 3; type++) {
6097 /* This switch decides the order in which the states are applied */
6098 switch(type) {
6099 case 0: cur = misc; break;
6100 case 1: cur = fragment->states; break;
6101 case 2: cur = vertex->vp_states; break;
6102 default: cur = NULL; /* Stupid compiler */
6104 if(!cur) continue;
6106 /* GL extension filtering should not prevent multiple handlers being applied from different
6107 * pipeline parts
6109 memset(set, 0, sizeof(set));
6111 for(i = 0; cur[i].state; i++) {
6112 APPLYSTATEFUNC *funcs_array;
6114 /* Only use the first matching state with the available extension from one template.
6115 * e.g.
6116 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
6117 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
6119 * if GL_XYZ_fancy is supported, ignore the 2nd line
6121 if(set[cur[i].state]) continue;
6122 /* Skip state lines depending on unsupported extensions */
6123 if (!gl_info->supported[cur[i].extension]) continue;
6124 set[cur[i].state] = TRUE;
6125 /* In some cases having an extension means that nothing has to be
6126 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
6127 * supported, the texture coordinate fixup can be ignored. If the
6128 * apply function is used, mark the state set(done above) to prevent
6129 * applying later lines, but do not record anything in the state
6130 * table
6132 if (!cur[i].content.representative) continue;
6134 handlers = num_handlers(multistate_funcs[cur[i].state]);
6135 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
6136 switch(handlers) {
6137 case 0:
6138 StateTable[cur[i].state].apply = cur[i].content.apply;
6139 break;
6140 case 1:
6141 StateTable[cur[i].state].apply = multistate_apply_2;
6142 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
6144 sizeof(**dev_multistate_funcs) * 2);
6145 if (!dev_multistate_funcs[cur[i].state]) {
6146 goto out_of_mem;
6149 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
6150 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
6151 break;
6152 case 2:
6153 StateTable[cur[i].state].apply = multistate_apply_3;
6154 funcs_array = HeapReAlloc(GetProcessHeap(),
6156 dev_multistate_funcs[cur[i].state],
6157 sizeof(**dev_multistate_funcs) * 3);
6158 if (!funcs_array) {
6159 goto out_of_mem;
6162 dev_multistate_funcs[cur[i].state] = funcs_array;
6163 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
6164 break;
6165 default:
6166 ERR("Unexpected amount of state handlers for state %u: %u\n",
6167 cur[i].state, handlers + 1);
6170 if (StateTable[cur[i].state].representative
6171 && StateTable[cur[i].state].representative != cur[i].content.representative)
6173 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
6174 debug_d3dstate(cur[i].state), cur[i].state);
6176 StateTable[cur[i].state].representative = cur[i].content.representative;
6180 prune_invalid_states(StateTable, gl_info, d3d_info);
6181 validate_state_table(StateTable);
6183 return WINED3D_OK;
6185 out_of_mem:
6186 for (i = 0; i <= STATE_HIGHEST; ++i) {
6187 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
6190 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
6192 return E_OUTOFMEMORY;