[D3D8][D3D9][DDRAW][WINED3D] Sync with Wine Staging 3.9. CORE-14656
[reactos.git] / dll / directx / wine / wined3d / state.c
1 /*
2 * Direct3D state management
3 *
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
12 *
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.
17 *
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.
22 *
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
26 */
27
28 #include "config.h"
29 #include "wine/port.h"
30
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
35
36 #include "wined3d_private.h"
37
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39
40 ULONG CDECL wined3d_blend_state_incref(struct wined3d_blend_state *state)
41 {
42 ULONG refcount = InterlockedIncrement(&state->refcount);
43
44 TRACE("%p increasing refcount to %u.\n", state, refcount);
45
46 return refcount;
47 }
48
49 static void wined3d_blend_state_destroy_object(void *object)
50 {
51 heap_free(object);
52 }
53
54 ULONG CDECL wined3d_blend_state_decref(struct wined3d_blend_state *state)
55 {
56 ULONG refcount = InterlockedDecrement(&state->refcount);
57 struct wined3d_device *device = state->device;
58
59 TRACE("%p decreasing refcount to %u.\n", state, refcount);
60
61 if (!refcount)
62 {
63 state->parent_ops->wined3d_object_destroyed(state->parent);
64 wined3d_cs_destroy_object(device->cs, wined3d_blend_state_destroy_object, state);
65 }
66
67 return refcount;
68 }
69
70 void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *state)
71 {
72 TRACE("state %p.\n", state);
73
74 return state->parent;
75 }
76
77 HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device,
78 const struct wined3d_blend_state_desc *desc, void *parent,
79 const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state)
80 {
81 struct wined3d_blend_state *object;
82
83 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
84 device, desc, parent, parent_ops, state);
85
86 if (!(object = heap_alloc_zero(sizeof(*object))))
87 return E_OUTOFMEMORY;
88
89 object->refcount = 1;
90 object->desc = *desc;
91 object->parent = parent;
92 object->parent_ops = parent_ops;
93 object->device = device;
94
95 TRACE("Created blend state %p.\n", object);
96 *state = object;
97
98 return WINED3D_OK;
99 }
100
101 ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state)
102 {
103 ULONG refcount = InterlockedIncrement(&state->refcount);
104
105 TRACE("%p increasing refcount to %u.\n", state, refcount);
106
107 return refcount;
108 }
109
110 static void wined3d_rasterizer_state_destroy_object(void *object)
111 {
112 heap_free(object);
113 }
114
115 ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
116 {
117 ULONG refcount = InterlockedDecrement(&state->refcount);
118 struct wined3d_device *device = state->device;
119
120 TRACE("%p decreasing refcount to %u.\n", state, refcount);
121
122 if (!refcount)
123 {
124 state->parent_ops->wined3d_object_destroyed(state->parent);
125 wined3d_cs_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
126 }
127
128 return refcount;
129 }
130
131 void * CDECL wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state *state)
132 {
133 TRACE("rasterizer_state %p.\n", state);
134
135 return state->parent;
136 }
137
138 HRESULT CDECL wined3d_rasterizer_state_create(struct wined3d_device *device,
139 const struct wined3d_rasterizer_state_desc *desc, void *parent,
140 const struct wined3d_parent_ops *parent_ops, struct wined3d_rasterizer_state **state)
141 {
142 struct wined3d_rasterizer_state *object;
143
144 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
145 device, desc, parent, parent_ops, state);
146
147 if (!(object = heap_alloc_zero(sizeof(*object))))
148 return E_OUTOFMEMORY;
149
150 object->refcount = 1;
151 object->desc = *desc;
152 object->parent = parent;
153 object->parent_ops = parent_ops;
154 object->device = device;
155
156 TRACE("Created rasterizer state %p.\n", object);
157 *state = object;
158
159 return WINED3D_OK;
160 }
161
162 /* Context activation for state handler is done by the caller. */
163
164 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
165 {
166 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id), state_id);
167 }
168
169 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
170 {
171 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
172 }
173
174 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
175 {
176 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
177 const struct wined3d_gl_info *gl_info = context->gl_info;
178
179 switch (mode)
180 {
181 case WINED3D_FILL_POINT:
182 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
183 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
184 break;
185 case WINED3D_FILL_WIREFRAME:
186 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
187 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
188 break;
189 case WINED3D_FILL_SOLID:
190 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
191 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
192 break;
193 default:
194 FIXME("Unrecognized fill mode %#x.\n", mode);
195 }
196 }
197
198 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
199 {
200 const struct wined3d_gl_info *gl_info = context->gl_info;
201
202 /* Lighting is not enabled if transformed vertices are drawn, but lighting
203 * does not affect the stream sources, so it is not grouped for
204 * performance reasons. This state reads the decoded vertex declaration,
205 * so if it is dirty don't do anything. The vertex declaration applying
206 * function calls this function for updating. */
207 if (isStateDirty(context, STATE_VDECL))
208 return;
209
210 if (state->render_states[WINED3D_RS_LIGHTING]
211 && !context->stream_info.position_transformed)
212 {
213 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
214 checkGLcall("glEnable GL_LIGHTING");
215 }
216 else
217 {
218 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
219 checkGLcall("glDisable GL_LIGHTING");
220 }
221 }
222
223 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
224 {
225 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
226 const struct wined3d_gl_info *gl_info = context->gl_info;
227
228 /* No z test without depth stencil buffers */
229 if (!state->fb->depth_stencil)
230 {
231 TRACE("No Z buffer - disabling depth test\n");
232 zenable = WINED3D_ZB_FALSE;
233 }
234
235 switch (zenable)
236 {
237 case WINED3D_ZB_FALSE:
238 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
239 checkGLcall("glDisable GL_DEPTH_TEST");
240 break;
241 case WINED3D_ZB_TRUE:
242 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
243 checkGLcall("glEnable GL_DEPTH_TEST");
244 break;
245 case WINED3D_ZB_USEW:
246 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
247 checkGLcall("glEnable GL_DEPTH_TEST");
248 FIXME("W buffer is not well handled\n");
249 break;
250 default:
251 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
252 break;
253 }
254
255 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
256 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
257 }
258
259 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
260 {
261 const struct wined3d_gl_info *gl_info = context->gl_info;
262
263 /* glFrontFace() is set in context.c at context init and on an
264 * offscreen / onscreen rendering switch. */
265 switch (state->render_states[WINED3D_RS_CULLMODE])
266 {
267 case WINED3D_CULL_NONE:
268 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
269 checkGLcall("glDisable GL_CULL_FACE");
270 break;
271 case WINED3D_CULL_FRONT:
272 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
273 checkGLcall("glEnable GL_CULL_FACE");
274 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
275 checkGLcall("glCullFace(GL_FRONT)");
276 break;
277 case WINED3D_CULL_BACK:
278 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
279 checkGLcall("glEnable GL_CULL_FACE");
280 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
281 checkGLcall("glCullFace(GL_BACK)");
282 break;
283 default:
284 FIXME("Unrecognized cull mode %#x.\n",
285 state->render_states[WINED3D_RS_CULLMODE]);
286 }
287 }
288
289 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
290 {
291 const struct wined3d_gl_info *gl_info = context->gl_info;
292
293 switch (state->render_states[WINED3D_RS_SHADEMODE])
294 {
295 case WINED3D_SHADE_FLAT:
296 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
297 checkGLcall("glShadeModel(GL_FLAT)");
298 break;
299 case WINED3D_SHADE_GOURAUD:
300 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
301 * in D3D. */
302 case WINED3D_SHADE_PHONG:
303 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
304 checkGLcall("glShadeModel(GL_SMOOTH)");
305 break;
306 default:
307 FIXME("Unrecognized shade mode %#x.\n",
308 state->render_states[WINED3D_RS_SHADEMODE]);
309 }
310 }
311
312 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
313 {
314 const struct wined3d_gl_info *gl_info = context->gl_info;
315
316 if (state->render_states[WINED3D_RS_DITHERENABLE])
317 {
318 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
319 checkGLcall("glEnable GL_DITHER");
320 }
321 else
322 {
323 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
324 checkGLcall("glDisable GL_DITHER");
325 }
326 }
327
328 static void state_zwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
329 {
330 const struct wined3d_gl_info *gl_info = context->gl_info;
331
332 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
333 {
334 gl_info->gl_ops.gl.p_glDepthMask(1);
335 checkGLcall("glDepthMask(1)");
336 }
337 else
338 {
339 gl_info->gl_ops.gl.p_glDepthMask(0);
340 checkGLcall("glDepthMask(0)");
341 }
342 }
343
344 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
345 {
346 switch (f)
347 {
348 case WINED3D_CMP_NEVER:
349 return GL_NEVER;
350 case WINED3D_CMP_LESS:
351 return GL_LESS;
352 case WINED3D_CMP_EQUAL:
353 return GL_EQUAL;
354 case WINED3D_CMP_LESSEQUAL:
355 return GL_LEQUAL;
356 case WINED3D_CMP_GREATER:
357 return GL_GREATER;
358 case WINED3D_CMP_NOTEQUAL:
359 return GL_NOTEQUAL;
360 case WINED3D_CMP_GREATEREQUAL:
361 return GL_GEQUAL;
362 case WINED3D_CMP_ALWAYS:
363 return GL_ALWAYS;
364 default:
365 if (!f)
366 WARN("Unrecognized compare function %#x.\n", f);
367 else
368 FIXME("Unrecognized compare function %#x.\n", f);
369 return GL_NONE;
370 }
371 }
372
373 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
374 {
375 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
376 const struct wined3d_gl_info *gl_info = context->gl_info;
377
378 if (!depth_func) return;
379
380 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
381 checkGLcall("glDepthFunc");
382 }
383
384 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
385 {
386 const struct wined3d_gl_info *gl_info = context->gl_info;
387 struct wined3d_color color;
388
389 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
390 TRACE("Setting ambient to %s.\n", debug_color(&color));
391 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
392 checkGLcall("glLightModel for MODEL_AMBIENT");
393 }
394
395 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
396 {
397 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
398 }
399
400 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
401 {
402 switch (op)
403 {
404 case WINED3D_BLEND_OP_ADD:
405 return GL_FUNC_ADD;
406 case WINED3D_BLEND_OP_SUBTRACT:
407 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
408 case WINED3D_BLEND_OP_REVSUBTRACT:
409 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
410 case WINED3D_BLEND_OP_MIN:
411 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
412 case WINED3D_BLEND_OP_MAX:
413 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
414 default:
415 if (!op)
416 WARN("Unhandled blend op %#x.\n", op);
417 else
418 FIXME("Unhandled blend op %#x.\n", op);
419 return GL_FUNC_ADD;
420 }
421 }
422
423 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
424 {
425 const struct wined3d_gl_info *gl_info = context->gl_info;
426 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
427 GLenum blend_equation = GL_FUNC_ADD_EXT;
428
429 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
430 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
431 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
432 {
433 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
434 return;
435 }
436
437 blend_equation = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOP]);
438 blend_equation_alpha = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOPALPHA]);
439 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
440
441 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
442 {
443 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
444 checkGLcall("glBlendEquationSeparate");
445 }
446 else
447 {
448 GL_EXTCALL(glBlendEquation(blend_equation));
449 checkGLcall("glBlendEquation");
450 }
451 }
452
453 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
454 {
455 switch (factor)
456 {
457 case WINED3D_BLEND_ZERO:
458 return GL_ZERO;
459 case WINED3D_BLEND_ONE:
460 return GL_ONE;
461 case WINED3D_BLEND_SRCCOLOR:
462 return GL_SRC_COLOR;
463 case WINED3D_BLEND_INVSRCCOLOR:
464 return GL_ONE_MINUS_SRC_COLOR;
465 case WINED3D_BLEND_SRCALPHA:
466 return GL_SRC_ALPHA;
467 case WINED3D_BLEND_INVSRCALPHA:
468 return GL_ONE_MINUS_SRC_ALPHA;
469 case WINED3D_BLEND_DESTCOLOR:
470 return GL_DST_COLOR;
471 case WINED3D_BLEND_INVDESTCOLOR:
472 return GL_ONE_MINUS_DST_COLOR;
473 /* To compensate for the lack of format switching with backbuffer
474 * offscreen rendering, and with onscreen rendering, we modify the
475 * alpha test parameters for (INV)DESTALPHA if the render target
476 * doesn't support alpha blending. A nonexistent alpha channel
477 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
478 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
479 case WINED3D_BLEND_DESTALPHA:
480 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
481 case WINED3D_BLEND_INVDESTALPHA:
482 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
483 case WINED3D_BLEND_SRCALPHASAT:
484 return GL_SRC_ALPHA_SATURATE;
485 case WINED3D_BLEND_BLENDFACTOR:
486 return GL_CONSTANT_COLOR_EXT;
487 case WINED3D_BLEND_INVBLENDFACTOR:
488 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
489 case WINED3D_BLEND_SRC1COLOR:
490 return GL_SRC1_COLOR;
491 case WINED3D_BLEND_INVSRC1COLOR:
492 return GL_ONE_MINUS_SRC1_COLOR;
493 case WINED3D_BLEND_SRC1ALPHA:
494 return GL_SRC1_ALPHA;
495 case WINED3D_BLEND_INVSRC1ALPHA:
496 return GL_ONE_MINUS_SRC1_ALPHA;
497 default:
498 if (!factor)
499 WARN("Unhandled blend factor %#x.\n", factor);
500 else
501 FIXME("Unhandled blend factor %#x.\n", factor);
502 return GL_NONE;
503 }
504 }
505
506 static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend,
507 enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend,
508 const struct wined3d_format *rt_format)
509 {
510 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
511 * source blending values which are still valid up to d3d9. They should
512 * not occur as dest blend values. */
513 if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA)
514 {
515 *src_blend = GL_SRC_ALPHA;
516 *dst_blend = GL_ONE_MINUS_SRC_ALPHA;
517 }
518 else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
519 {
520 *src_blend = GL_ONE_MINUS_SRC_ALPHA;
521 *dst_blend = GL_SRC_ALPHA;
522 }
523 else
524 {
525 *src_blend = gl_blend_factor(d3d_src_blend, rt_format);
526 *dst_blend = gl_blend_factor(d3d_dst_blend, rt_format);
527 }
528 }
529
530 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
531 {
532 const struct wined3d_gl_info *gl_info = context->gl_info;
533 const struct wined3d_format *rt_format;
534 GLenum src_blend, dst_blend;
535 unsigned int rt_fmt_flags;
536 BOOL enable_dual_blend;
537 BOOL enable_blend;
538
539 enable_blend = state->fb->render_targets[0] && state->render_states[WINED3D_RS_ALPHABLENDENABLE];
540 enable_dual_blend = wined3d_dualblend_enabled(state, context->gl_info);
541
542 if (enable_blend && !enable_dual_blend)
543 {
544 rt_fmt_flags = state->fb->render_targets[0]->format_flags;
545
546 /* Disable blending in all cases even without pixelshaders.
547 * With blending on we could face a big performance penalty.
548 * The d3d9 visual test confirms the behavior. */
549 if (context->render_offscreen && !(rt_fmt_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
550 enable_blend = FALSE;
551 }
552
553 /* Dual state blending changes the assignment of the output variables */
554 if (context->last_was_dual_blend != enable_dual_blend)
555 {
556 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
557 context->last_was_dual_blend = enable_dual_blend;
558 }
559
560 if (!enable_blend)
561 {
562 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
563 checkGLcall("glDisable(GL_BLEND)");
564 return;
565 }
566
567 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
568 checkGLcall("glEnable(GL_BLEND)");
569
570 rt_format = state->fb->render_targets[0]->format;
571 gl_blend_from_d3d(&src_blend, &dst_blend,
572 state->render_states[WINED3D_RS_SRCBLEND],
573 state->render_states[WINED3D_RS_DESTBLEND], rt_format);
574
575 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
576 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
577 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
578
579 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
580 {
581 GLenum src_blend_alpha, dst_blend_alpha;
582
583 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
584 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
585 {
586 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
587 return;
588 }
589
590 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha,
591 state->render_states[WINED3D_RS_SRCBLENDALPHA],
592 state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
593
594 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
595 checkGLcall("glBlendFuncSeparate");
596 }
597 else
598 {
599 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend);
600 gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend);
601 checkGLcall("glBlendFunc");
602 }
603
604 /* Colorkey fixup for stage 0 alphaop depends on
605 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
606 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
607 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
608 }
609
610 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
611 {
612 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
613 }
614
615 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
616 {
617 const struct wined3d_gl_info *gl_info = context->gl_info;
618 struct wined3d_color color;
619
620 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
621
622 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_BLENDFACTOR]);
623 GL_EXTCALL(glBlendColor(color.r, color.g, color.b, color.a));
624 checkGLcall("glBlendColor");
625 }
626
627 static void state_blend_object(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
628 {
629 const struct wined3d_gl_info *gl_info = context->gl_info;
630 BOOL alpha_to_coverage = FALSE;
631
632 if (!gl_info->supported[ARB_MULTISAMPLE])
633 return;
634
635 if (state->blend_state)
636 {
637 struct wined3d_blend_state_desc *desc = &state->blend_state->desc;
638 alpha_to_coverage = desc->alpha_to_coverage;
639 }
640
641 if (alpha_to_coverage)
642 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
643 else
644 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
645
646 checkGLcall("blend state");
647 }
648
649 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
650 {
651 const struct wined3d_gl_info *gl_info = context->gl_info;
652 int glParm = 0;
653 float ref;
654 BOOL enable_ckey = FALSE;
655
656 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
657
658 /* Find out if the texture on the first stage has a ckey set. The alpha
659 * state func reads the texture settings, even though alpha and texture
660 * are not grouped together. This is to avoid making a huge alpha +
661 * texture + texture stage + ckey block due to the hardly used
662 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
663 * function will call alpha in case it finds some texture + colorkeyenable
664 * combination which needs extra care. */
665 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
666 enable_ckey = TRUE;
667
668 if (enable_ckey || context->last_was_ckey)
669 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
670 context->last_was_ckey = enable_ckey;
671
672 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
673 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
674 {
675 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
676 checkGLcall("glEnable GL_ALPHA_TEST");
677 }
678 else
679 {
680 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
681 checkGLcall("glDisable GL_ALPHA_TEST");
682 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
683 * enable call
684 */
685 return;
686 }
687
688 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
689 {
690 glParm = GL_NOTEQUAL;
691 ref = 0.0f;
692 }
693 else
694 {
695 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
696 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
697 }
698 if (glParm)
699 {
700 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
701 checkGLcall("glAlphaFunc");
702 }
703 }
704
705 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
706 {
707 unsigned int enable_mask;
708
709 if (use_vs(state) && !context->d3d_info->vs_clipping)
710 {
711 static BOOL warned;
712
713 /* The OpenGL spec says that clipping planes are disabled when using
714 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
715 * driver keeps clipping planes activated with shaders in some
716 * conditions I got sick of tracking down. The shader state handler
717 * disables all clip planes because of that - don't do anything here
718 * and keep them disabled. */
719 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
720 FIXME("Clipping not supported with vertex shaders.\n");
721 return;
722 }
723
724 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
725 * The enabled / disabled planes are hardcoded into the shader. Update the
726 * shader to update the enabled clipplanes. In case of fixed function, we
727 * need to update the clipping field from ffp_vertex_settings. */
728 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
729
730 /* If enabling / disabling all
731 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
732 */
733 enable_mask = state->render_states[WINED3D_RS_CLIPPING] ?
734 state->render_states[WINED3D_RS_CLIPPLANEENABLE] : 0;
735 context_enable_clip_distances(context, enable_mask);
736 }
737
738 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
739 {
740 const struct wined3d_gl_info *gl_info = context->gl_info;
741 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
742 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
743 * specular color. This is wrong:
744 * Separate specular color means the specular colour is maintained separately, whereas
745 * single color means it is merged in. However in both cases they are being used to
746 * some extent.
747 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
748 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
749 * running 1.4 yet!
750 *
751 *
752 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
753 * Instead, we need to setup the FinalCombiner properly.
754 *
755 * The default setup for the FinalCombiner is:
756 *
757 * <variable> <input> <mapping> <usage>
758 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
759 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
760 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
761 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
762 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
763 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
764 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
765 *
766 * That's pretty much fine as it is, except for variable B, which needs to take
767 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
768 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
769 */
770
771 TRACE("Setting specular enable state and materials\n");
772 if (state->render_states[WINED3D_RS_SPECULARENABLE])
773 {
774 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
775 checkGLcall("glMaterialfv");
776
777 if (state->material.power > gl_info->limits.shininess)
778 {
779 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
780 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
781 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
782 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
783 * them, it should be safe to do so without major visual distortions.
784 */
785 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
786 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
787 }
788 else
789 {
790 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
791 }
792 checkGLcall("glMaterialf(GL_SHININESS)");
793
794 if (gl_info->supported[EXT_SECONDARY_COLOR])
795 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
796 else
797 TRACE("Specular colors cannot be enabled in this version of opengl\n");
798 checkGLcall("glEnable(GL_COLOR_SUM)");
799
800 if (gl_info->supported[NV_REGISTER_COMBINERS])
801 {
802 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
803 checkGLcall("glFinalCombinerInputNV()");
804 }
805 } else {
806 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
807
808 /* for the case of enabled lighting: */
809 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
810 checkGLcall("glMaterialfv");
811
812 /* for the case of disabled lighting: */
813 if (gl_info->supported[EXT_SECONDARY_COLOR])
814 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
815 else
816 TRACE("Specular colors cannot be disabled in this version of opengl\n");
817 checkGLcall("glDisable(GL_COLOR_SUM)");
818
819 if (gl_info->supported[NV_REGISTER_COMBINERS])
820 {
821 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
822 checkGLcall("glFinalCombinerInputNV()");
823 }
824 }
825
826 TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
827 TRACE("ambient %s\n", debug_color(&state->material.ambient));
828 TRACE("specular %s\n", debug_color(&state->material.specular));
829 TRACE("emissive %s\n", debug_color(&state->material.emissive));
830
831 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
832 checkGLcall("glMaterialfv(GL_AMBIENT)");
833 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
834 checkGLcall("glMaterialfv(GL_DIFFUSE)");
835 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
836 checkGLcall("glMaterialfv(GL_EMISSION)");
837 }
838
839 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
840 {
841 const struct wined3d_gl_info *gl_info = context->gl_info;
842 struct wined3d_color color;
843 unsigned int i;
844
845 /* Note the texture color applies to all textures whereas
846 * GL_TEXTURE_ENV_COLOR applies to active only. */
847 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
848
849 /* And now the default texture color as well */
850 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
851 {
852 /* Note the WINED3D_RS value applies to all textures, but GL has one
853 * per texture, so apply it now ready to be used! */
854 context_active_texture(context, gl_info, i);
855
856 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
857 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
858 }
859 }
860
861 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
862 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
863 {
864 const struct wined3d_gl_info *gl_info = context->gl_info;
865
866 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
867 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
868 GL_EXTCALL(glActiveStencilFaceEXT(face));
869 checkGLcall("glActiveStencilFaceEXT(...)");
870 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
871 checkGLcall("glStencilFunc(...)");
872 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
873 checkGLcall("glStencilOp(...)");
874 }
875
876 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
877 {
878 switch (op)
879 {
880 case WINED3D_STENCIL_OP_KEEP:
881 return GL_KEEP;
882 case WINED3D_STENCIL_OP_ZERO:
883 return GL_ZERO;
884 case WINED3D_STENCIL_OP_REPLACE:
885 return GL_REPLACE;
886 case WINED3D_STENCIL_OP_INCR_SAT:
887 return GL_INCR;
888 case WINED3D_STENCIL_OP_DECR_SAT:
889 return GL_DECR;
890 case WINED3D_STENCIL_OP_INVERT:
891 return GL_INVERT;
892 case WINED3D_STENCIL_OP_INCR:
893 return GL_INCR_WRAP;
894 case WINED3D_STENCIL_OP_DECR:
895 return GL_DECR_WRAP;
896 default:
897 if (!op)
898 WARN("Unrecognized stencil op %#x.\n", op);
899 else
900 FIXME("Unrecognized stencil op %#x.\n", op);
901 return GL_KEEP;
902 }
903 }
904
905 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
906 {
907 const struct wined3d_gl_info *gl_info = context->gl_info;
908 DWORD onesided_enable;
909 DWORD twosided_enable;
910 GLint func;
911 GLint func_back;
912 GLint ref;
913 GLuint mask;
914 GLint stencilFail;
915 GLint stencilFail_back;
916 GLint stencilPass;
917 GLint stencilPass_back;
918 GLint depthFail;
919 GLint depthFail_back;
920
921 /* No stencil test without a stencil buffer. */
922 if (!state->fb->depth_stencil)
923 {
924 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
925 checkGLcall("glDisable GL_STENCIL_TEST");
926 return;
927 }
928
929 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
930 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
931 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
932 func = GL_ALWAYS;
933 if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
934 func_back = GL_ALWAYS;
935 ref = state->render_states[WINED3D_RS_STENCILREF];
936 mask = state->render_states[WINED3D_RS_STENCILMASK];
937 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
938 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
939 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
940 stencilFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILFAIL]);
941 depthFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
942 stencilPass_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILPASS]);
943
944 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
945 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
946 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
947 onesided_enable, twosided_enable, ref, mask,
948 func, stencilFail, depthFail, stencilPass,
949 func_back, stencilFail_back, depthFail_back, stencilPass_back);
950
951 if (twosided_enable && onesided_enable)
952 {
953 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
954 checkGLcall("glEnable GL_STENCIL_TEST");
955
956 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
957 {
958 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
959 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
960 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask));
961 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
962 checkGLcall("setting two sided stencil state");
963 }
964 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
965 {
966 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
967 * which has an effect on the code below too. If we apply the front face
968 * afterwards, we are sure that the active stencil face is set to front,
969 * and other stencil functions which do not use two sided stencil do not have
970 * to set it back
971 */
972 renderstate_stencil_twosided(context, GL_BACK,
973 func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back);
974 renderstate_stencil_twosided(context, GL_FRONT,
975 func, ref, mask, stencilFail, depthFail, stencilPass);
976 }
977 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
978 {
979 GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask));
980 checkGLcall("glStencilFuncSeparateATI(...)");
981 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
982 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
983 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
984 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
985 }
986 else
987 {
988 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
989 }
990 }
991 else if(onesided_enable)
992 {
993 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
994 {
995 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
996 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
997 }
998
999 /* This code disables the ATI extension as well, since the standard stencil functions are equal
1000 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
1001 */
1002 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
1003 checkGLcall("glEnable GL_STENCIL_TEST");
1004 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
1005 checkGLcall("glStencilFunc(...)");
1006 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
1007 checkGLcall("glStencilOp(...)");
1008 }
1009 else
1010 {
1011 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1012 checkGLcall("glDisable GL_STENCIL_TEST");
1013 }
1014 }
1015
1016 static void state_stencilwrite2s_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1017 {
1018 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
1019 const struct wined3d_gl_info *gl_info = context->gl_info;
1020
1021 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
1022 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1023 gl_info->gl_ops.gl.p_glStencilMask(mask);
1024 checkGLcall("glStencilMask");
1025 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
1026 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1027 gl_info->gl_ops.gl.p_glStencilMask(mask);
1028 }
1029
1030 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1031 {
1032 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
1033 const struct wined3d_gl_info *gl_info = context->gl_info;
1034
1035 gl_info->gl_ops.gl.p_glStencilMask(mask);
1036 checkGLcall("glStencilMask");
1037 }
1038
1039 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1040 {
1041 const struct wined3d_gl_info *gl_info = context->gl_info;
1042
1043 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1044
1045 if (!state->render_states[WINED3D_RS_FOGENABLE])
1046 return;
1047
1048 /* Table fog on: Never use fog coords, and use per-fragment fog */
1049 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
1050 {
1051 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
1052 if (context->fog_coord)
1053 {
1054 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1055 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1056 context->fog_coord = FALSE;
1057 }
1058
1059 /* Range fog is only used with per-vertex fog in d3d */
1060 if (gl_info->supported[NV_FOG_DISTANCE])
1061 {
1062 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1063 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1064 }
1065 return;
1066 }
1067
1068 /* Otherwise use per-vertex fog in any case */
1069 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
1070
1071 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
1072 {
1073 /* No fog at all, or transformed vertices: Use fog coord */
1074 if (!context->fog_coord)
1075 {
1076 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1077 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1078 context->fog_coord = TRUE;
1079 }
1080 }
1081 else
1082 {
1083 /* Otherwise, use the fragment depth */
1084 if (context->fog_coord)
1085 {
1086 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1087 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1088 context->fog_coord = FALSE;
1089 }
1090
1091 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1092 {
1093 if (gl_info->supported[NV_FOG_DISTANCE])
1094 {
1095 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1096 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1097 }
1098 else
1099 {
1100 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1101 }
1102 }
1103 else if (gl_info->supported[NV_FOG_DISTANCE])
1104 {
1105 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1106 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1107 }
1108 }
1109 }
1110
1111 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1112 {
1113 const struct wined3d_gl_info *gl_info = context->gl_info;
1114 float fogstart, fogend;
1115
1116 get_fog_start_end(context, state, &fogstart, &fogend);
1117
1118 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1119 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1120 TRACE("Fog Start == %f\n", fogstart);
1121
1122 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1123 checkGLcall("glFogf(GL_FOG_END, fogend)");
1124 TRACE("Fog End == %f\n", fogend);
1125 }
1126
1127 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1128 {
1129 const struct wined3d_gl_info *gl_info = context->gl_info;
1130 enum fogsource new_source;
1131 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1132 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1133
1134 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1135
1136 if (!state->render_states[WINED3D_RS_FOGENABLE])
1137 {
1138 /* No fog? Disable it, and we're done :-) */
1139 glDisableWINE(GL_FOG);
1140 checkGLcall("glDisable GL_FOG");
1141 return;
1142 }
1143
1144 /* Fog Rules:
1145 *
1146 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1147 * It can use the Z value of the vertex, or the alpha component of the specular color.
1148 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1149 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1150 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1151 *
1152 * FOGTABLEMODE != NONE:
1153 * The Z value is used, with the equation specified, no matter what vertex type.
1154 *
1155 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1156 * Per vertex fog is calculated using the specified fog equation and the parameters
1157 *
1158 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1159 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1160 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1161 *
1162 *
1163 * Rules for vertex fog with shaders:
1164 *
1165 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1166 * the fog computation to happen during transformation while openGL expects it to happen
1167 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1168 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1169 * To solve this problem, WineD3D does:
1170 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1171 * shader,
1172 * and 2) disables the fog computation (in either the fixed function or programmable
1173 * rasterizer) if using a vertex program.
1174 *
1175 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1176 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1177 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1178 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1179 * There are some GL differences between specular fog coords and vertex shaders though.
1180 *
1181 * With table fog the vertex shader fog coordinate is ignored.
1182 *
1183 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1184 * without shaders).
1185 */
1186
1187 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1188 * the system will apply only pixel(=table) fog effects."
1189 */
1190 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1191 {
1192 if (use_vs(state))
1193 {
1194 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1195 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1196 new_source = FOGSOURCE_VS;
1197 }
1198 else
1199 {
1200 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1201 {
1202 /* If processed vertices are used, fall through to the NONE case */
1203 case WINED3D_FOG_EXP:
1204 if (!context->last_was_rhw)
1205 {
1206 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1207 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1208 new_source = FOGSOURCE_FFP;
1209 break;
1210 }
1211 /* drop through */
1212
1213 case WINED3D_FOG_EXP2:
1214 if (!context->last_was_rhw)
1215 {
1216 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1217 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1218 new_source = FOGSOURCE_FFP;
1219 break;
1220 }
1221 /* drop through */
1222
1223 case WINED3D_FOG_LINEAR:
1224 if (!context->last_was_rhw)
1225 {
1226 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1227 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1228 new_source = FOGSOURCE_FFP;
1229 break;
1230 }
1231 /* drop through */
1232
1233 case WINED3D_FOG_NONE:
1234 /* Both are none? According to msdn the alpha channel of
1235 * the specular colour contains a fog factor. Set it in
1236 * draw_primitive_immediate_mode(). Same happens with
1237 * vertex fog on transformed vertices. */
1238 new_source = FOGSOURCE_COORD;
1239 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1240 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1241 break;
1242
1243 default:
1244 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1245 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1246 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1247 }
1248 }
1249 } else {
1250 new_source = FOGSOURCE_FFP;
1251
1252 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1253 {
1254 case WINED3D_FOG_EXP:
1255 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1256 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1257 break;
1258
1259 case WINED3D_FOG_EXP2:
1260 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1261 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1262 break;
1263
1264 case WINED3D_FOG_LINEAR:
1265 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1266 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1267 break;
1268
1269 case WINED3D_FOG_NONE: /* Won't happen */
1270 default:
1271 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1272 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1273 }
1274 }
1275
1276 glEnableWINE(GL_FOG);
1277 checkGLcall("glEnable GL_FOG");
1278 if (new_source != context->fog_source || fogstart == fogend)
1279 {
1280 context->fog_source = new_source;
1281 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1282 }
1283 }
1284
1285 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1286 {
1287 const struct wined3d_gl_info *gl_info = context->gl_info;
1288 struct wined3d_color color;
1289
1290 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1291 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
1292 checkGLcall("glFog GL_FOG_COLOR");
1293 }
1294
1295 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1296 {
1297 const struct wined3d_gl_info *gl_info = context->gl_info;
1298 union {
1299 DWORD d;
1300 float f;
1301 } tmpvalue;
1302
1303 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1304 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1305 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1306 }
1307
1308 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1309 {
1310 const struct wined3d_gl_info *gl_info = context->gl_info;
1311 GLenum Parm = 0;
1312
1313 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1314 * The vertex declaration will call this function if the fixed function pipeline is used.
1315 */
1316
1317 if(isStateDirty(context, STATE_VDECL)) {
1318 return;
1319 }
1320
1321 context->num_untracked_materials = 0;
1322 if ((context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1323 && state->render_states[WINED3D_RS_COLORVERTEX])
1324 {
1325 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1326 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1327 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1328 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1329 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1330
1331 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1332 {
1333 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1334 Parm = GL_AMBIENT_AND_DIFFUSE;
1335 else
1336 Parm = GL_DIFFUSE;
1337 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1338 {
1339 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1340 context->num_untracked_materials++;
1341 }
1342 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1343 {
1344 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1345 context->num_untracked_materials++;
1346 }
1347 }
1348 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1349 {
1350 Parm = GL_AMBIENT;
1351 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1352 {
1353 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1354 context->num_untracked_materials++;
1355 }
1356 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1357 {
1358 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1359 context->num_untracked_materials++;
1360 }
1361 }
1362 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1363 {
1364 Parm = GL_EMISSION;
1365 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1366 {
1367 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1368 context->num_untracked_materials++;
1369 }
1370 }
1371 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1372 {
1373 Parm = GL_SPECULAR;
1374 }
1375 }
1376
1377 /* Nothing changed, return. */
1378 if (Parm == context->tracking_parm) return;
1379
1380 if (!Parm)
1381 {
1382 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1383 checkGLcall("glDisable GL_COLOR_MATERIAL");
1384 }
1385 else
1386 {
1387 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1388 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1389 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1390 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1391 }
1392
1393 /* Apparently calls to glMaterialfv are ignored for properties we're
1394 * tracking with glColorMaterial, so apply those here. */
1395 switch (context->tracking_parm)
1396 {
1397 case GL_AMBIENT_AND_DIFFUSE:
1398 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1399 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1400 checkGLcall("glMaterialfv");
1401 break;
1402
1403 case GL_DIFFUSE:
1404 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1405 checkGLcall("glMaterialfv");
1406 break;
1407
1408 case GL_AMBIENT:
1409 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1410 checkGLcall("glMaterialfv");
1411 break;
1412
1413 case GL_EMISSION:
1414 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1415 checkGLcall("glMaterialfv");
1416 break;
1417
1418 case GL_SPECULAR:
1419 /* Only change material color if specular is enabled, otherwise it is set to black */
1420 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1421 {
1422 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1423 checkGLcall("glMaterialfv");
1424 }
1425 else
1426 {
1427 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1428 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1429 checkGLcall("glMaterialfv");
1430 }
1431 break;
1432 }
1433
1434 context->tracking_parm = Parm;
1435 }
1436
1437 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1438 {
1439 const struct wined3d_gl_info *gl_info = context->gl_info;
1440 union
1441 {
1442 DWORD d;
1443 struct wined3d_line_pattern lp;
1444 } tmppattern;
1445 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1446
1447 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1448
1449 if (tmppattern.lp.repeat_factor)
1450 {
1451 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1452 checkGLcall("glLineStipple(repeat, linepattern)");
1453 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1454 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1455 }
1456 else
1457 {
1458 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1459 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1460 }
1461 }
1462
1463 static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1464 {
1465 static unsigned int once;
1466
1467 if (!once++)
1468 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1469 }
1470
1471 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1472 {
1473 const struct wined3d_gl_info *gl_info = context->gl_info;
1474
1475 if (isStateDirty(context, STATE_VDECL))
1476 return;
1477
1478 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1479 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1480 * by zero and is not properly defined in opengl, so avoid it
1481 */
1482 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1483 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1484 {
1485 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1486 checkGLcall("glEnable(GL_NORMALIZE);");
1487 }
1488 else
1489 {
1490 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1491 checkGLcall("glDisable(GL_NORMALIZE);");
1492 }
1493 }
1494
1495 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1496 {
1497 float min, max;
1498
1499 get_pointsize_minmax(context, state, &min, &max);
1500
1501 if (min != 1.0f)
1502 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1503 if (max != 64.0f)
1504 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1505 }
1506
1507 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1508 {
1509 const struct wined3d_gl_info *gl_info = context->gl_info;
1510 float min, max;
1511
1512 get_pointsize_minmax(context, state, &min, &max);
1513
1514 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1515 checkGLcall("glPointParameterfEXT(...)");
1516 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1517 checkGLcall("glPointParameterfEXT(...)");
1518 }
1519
1520 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1521 {
1522 const struct wined3d_gl_info *gl_info = context->gl_info;
1523 float min, max;
1524
1525 get_pointsize_minmax(context, state, &min, &max);
1526
1527 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1528 checkGLcall("glPointParameterfARB(...)");
1529 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1530 checkGLcall("glPointParameterfARB(...)");
1531 }
1532
1533 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1534 {
1535 const struct wined3d_gl_info *gl_info = context->gl_info;
1536 float att[3];
1537 float pointsize;
1538
1539 get_pointsize(context, state, &pointsize, att);
1540
1541 if (gl_info->supported[ARB_POINT_PARAMETERS])
1542 {
1543 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1544 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1545 }
1546 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1547 {
1548 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1549 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1550 }
1551 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1552 {
1553 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1554 }
1555
1556 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1557 checkGLcall("glPointSize(...);");
1558 }
1559
1560 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1561 {
1562 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1563 }
1564
1565 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1566 {
1567 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1568 const struct wined3d_gl_info *gl_info = context->gl_info;
1569
1570 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1571 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1572 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1573 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1574 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1575 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1576 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1577 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1578 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1579 checkGLcall("glColorMask(...)");
1580
1581 /* FIXME: WINED3D_RS_COLORWRITEENABLE1 .. WINED3D_RS_COLORWRITEENABLE7 not implemented. */
1582 }
1583
1584 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1585 {
1586 GL_EXTCALL(glColorMaski(index,
1587 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1588 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1589 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1590 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1591 checkGLcall("glColorMaski");
1592 }
1593
1594 static void state_colorwrite_i(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1595 {
1596 const struct wined3d_gl_info *gl_info = context->gl_info;
1597 int index;
1598
1599 if (state_id == WINED3D_RS_COLORWRITEENABLE) index = 0;
1600 else if (state_id <= WINED3D_RS_COLORWRITEENABLE3) index = state_id - WINED3D_RS_COLORWRITEENABLE1 + 1;
1601 else if (state_id <= WINED3D_RS_COLORWRITEENABLE7) index = state_id - WINED3D_RS_COLORWRITEENABLE4 + 4;
1602 else return;
1603
1604 if (index >= gl_info->limits.buffers)
1605 WARN("Ignoring color write value for index %d, because gpu only supports %d render targets\n", index, gl_info->limits.buffers);
1606
1607 set_color_mask(context->gl_info, index, state->render_states[state_id]);
1608 }
1609
1610 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1611 {
1612 const struct wined3d_gl_info *gl_info = context->gl_info;
1613
1614 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1615 {
1616 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1617 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1618 }
1619 else
1620 {
1621 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1622 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1623 }
1624 }
1625
1626 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1627 {
1628 if (state->render_states[WINED3D_RS_LASTPIXEL])
1629 {
1630 TRACE("Last Pixel Drawing Enabled\n");
1631 }
1632 else
1633 {
1634 static BOOL warned;
1635 if (!warned) {
1636 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1637 warned = TRUE;
1638 } else {
1639 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1640 }
1641 }
1642 }
1643
1644 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1645 {
1646 static BOOL warned;
1647
1648 /* TODO: NV_POINT_SPRITE */
1649 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1650 {
1651 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1652 FIXME("Point sprites not supported\n");
1653 warned = TRUE;
1654 }
1655 }
1656
1657 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1658 {
1659 const struct wined3d_gl_info *gl_info = context->gl_info;
1660
1661 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1662 {
1663 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1664 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1665 }
1666 else
1667 {
1668 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1669 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1670 }
1671 }
1672
1673 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1674 {
1675 static unsigned int once;
1676
1677 if ((state->render_states[WINED3D_RS_WRAP0]
1678 || state->render_states[WINED3D_RS_WRAP1]
1679 || state->render_states[WINED3D_RS_WRAP2]
1680 || state->render_states[WINED3D_RS_WRAP3]
1681 || state->render_states[WINED3D_RS_WRAP4]
1682 || state->render_states[WINED3D_RS_WRAP5]
1683 || state->render_states[WINED3D_RS_WRAP6]
1684 || state->render_states[WINED3D_RS_WRAP7]
1685 || state->render_states[WINED3D_RS_WRAP8]
1686 || state->render_states[WINED3D_RS_WRAP9]
1687 || state->render_states[WINED3D_RS_WRAP10]
1688 || state->render_states[WINED3D_RS_WRAP11]
1689 || state->render_states[WINED3D_RS_WRAP12]
1690 || state->render_states[WINED3D_RS_WRAP13]
1691 || state->render_states[WINED3D_RS_WRAP14]
1692 || state->render_states[WINED3D_RS_WRAP15])
1693 && !once++)
1694 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1695 }
1696
1697 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1698 {
1699 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1700 WARN("Multisample antialiasing not supported by GL.\n");
1701 }
1702
1703 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1704 {
1705 const struct wined3d_gl_info *gl_info = context->gl_info;
1706
1707 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1708 {
1709 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1710 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1711 }
1712 else
1713 {
1714 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1715 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1716 }
1717 }
1718
1719 static void state_line_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1720 {
1721 const struct wined3d_gl_info *gl_info = context->gl_info;
1722
1723 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
1724 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
1725 {
1726 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
1727 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1728 }
1729 else
1730 {
1731 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
1732 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1733 }
1734 }
1735
1736 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1737 {
1738 const struct wined3d_gl_info *gl_info = context->gl_info;
1739
1740 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1741 {
1742 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1743 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1744 }
1745 else
1746 {
1747 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1748 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1749 }
1750 }
1751
1752 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1753 * OpenGL the bias is specified in units of "the smallest value that is
1754 * guaranteed to produce a resolvable offset for a given implementation". To
1755 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1756 * We try to detect the value from GL with test draws. On most drivers (r300g,
1757 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1758 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1759 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1760 * not depend on the depth buffer precision on any driver.
1761 *
1762 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1763 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1764 *
1765 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1766 * doesn't need to be scaled to account for GL vs D3D differences. */
1767 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1768 {
1769 const struct wined3d_gl_info *gl_info = context->gl_info;
1770
1771 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1772 || state->render_states[WINED3D_RS_DEPTHBIAS])
1773 {
1774 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1775 float factor, units, scale;
1776
1777 union
1778 {
1779 DWORD d;
1780 float f;
1781 } scale_bias, const_bias, bias_clamp;
1782
1783 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1784 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1785 bias_clamp.d = state->render_states[WINED3D_RS_DEPTHBIASCLAMP];
1786
1787 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS)
1788 {
1789 factor = units = -(float)const_bias.d;
1790 }
1791 else
1792 {
1793 if (depth)
1794 {
1795 scale = depth->format->depth_bias_scale;
1796
1797 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1798 debug_d3dformat(depth->format->id), scale);
1799 }
1800 else
1801 {
1802 /* The context manager will reapply this state on a depth stencil change */
1803 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1804 scale = 0.0f;
1805 }
1806
1807 factor = scale_bias.f;
1808 units = const_bias.f * scale;
1809 }
1810
1811 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1812 if (gl_info->supported[EXT_POLYGON_OFFSET_CLAMP])
1813 {
1814 GL_EXTCALL(glPolygonOffsetClampEXT(factor, units, bias_clamp.f));
1815 checkGLcall("glPolygonOffsetClampEXT(...)");
1816 }
1817 else
1818 {
1819 if (bias_clamp.f)
1820 WARN("EXT_polygon_offset_clamp extension missing, no support for depth bias clamping.\n");
1821
1822 gl_info->gl_ops.gl.p_glPolygonOffset(factor, units);
1823 }
1824 }
1825 else
1826 {
1827 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1828 }
1829
1830 checkGLcall("depth bias");
1831 }
1832
1833 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1834 {
1835 if (state->render_states[WINED3D_RS_ZVISIBLE])
1836 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1837 }
1838
1839 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1840 {
1841 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1842 FIXME("Stippled Alpha not supported yet.\n");
1843 }
1844
1845 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1846 {
1847 if (state->render_states[WINED3D_RS_ANTIALIAS])
1848 FIXME("Antialias not supported yet.\n");
1849 }
1850
1851 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1852 {
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]);
1856 }
1857
1858 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1859 {
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]);
1863 }
1864
1865 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1866 {
1867 union {
1868 DWORD d;
1869 float f;
1870 } tmpvalue;
1871 tmpvalue.f = 1.0f;
1872
1873 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1874 {
1875 static BOOL displayed = FALSE;
1876
1877 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1878 if(!displayed)
1879 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1880
1881 displayed = TRUE;
1882 }
1883 }
1884
1885 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1886 {
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]);
1890 }
1891
1892 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1893 {
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]);
1897 }
1898
1899 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1900 {
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]);
1904 }
1905
1906 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1907 {
1908 union {
1909 DWORD d;
1910 float f;
1911 } zmin, zmax;
1912
1913 const struct wined3d_gl_info *gl_info = context->gl_info;
1914
1915 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1916 {
1917 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1918 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1919
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)
1923 {
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(...)");
1928 }
1929 else
1930 {
1931 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1932 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1933 }
1934 }
1935 else
1936 {
1937 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1938 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1939 }
1940
1941 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1942 }
1943
1944 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1945 {
1946 if (state->render_states[WINED3D_RS_WRAPU])
1947 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1948 }
1949
1950 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1951 {
1952 if (state->render_states[WINED3D_RS_WRAPV])
1953 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1954 }
1955
1956 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1957 {
1958 if (state->render_states[WINED3D_RS_MONOENABLE])
1959 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1960 }
1961
1962 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1963 {
1964 if (state->render_states[WINED3D_RS_ROP2])
1965 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1966 }
1967
1968 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1969 {
1970 if (state->render_states[WINED3D_RS_PLANEMASK])
1971 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1972 }
1973
1974 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1975 {
1976 if (state->render_states[WINED3D_RS_SUBPIXEL])
1977 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1978 }
1979
1980 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1981 {
1982 if (state->render_states[WINED3D_RS_SUBPIXELX])
1983 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1984 }
1985
1986 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1987 {
1988 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1989 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1990 }
1991
1992 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1993 {
1994 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1995 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1996 }
1997
1998 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1999 {
2000 if (state->render_states[WINED3D_RS_ANISOTROPY])
2001 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2002 }
2003
2004 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2005 {
2006 if (state->render_states[WINED3D_RS_FLUSHBATCH])
2007 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2008 }
2009
2010 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2011 {
2012 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2013 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2014 }
2015
2016 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2017 {
2018 if (state->render_states[WINED3D_RS_EXTENTS])
2019 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2020 }
2021
2022 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2023 {
2024 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2025 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2026 }
2027
2028 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2029 {
2030 static int once;
2031 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2032 {
2033 if (!once++)
2034 FIXME("Software vertex processing not implemented.\n");
2035 }
2036 }
2037
2038 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2039 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2040 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2041 * flag specifies the complement of the input should be used. */
2042 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2043 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2044
2045 /* Calculate the operand */
2046 if (complement) {
2047 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2048 else *operand = GL_ONE_MINUS_SRC_COLOR;
2049 } else {
2050 if (from_alpha) *operand = GL_SRC_ALPHA;
2051 else *operand = GL_SRC_COLOR;
2052 }
2053
2054 /* Calculate the source */
2055 switch (arg & WINED3DTA_SELECTMASK) {
2056 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2057 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2058 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2059 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2060 case WINED3DTA_SPECULAR:
2061 /*
2062 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2063 * 'Secondary color' and isn't supported until base GL supports it
2064 * There is no concept of temp registers as far as I can tell
2065 */
2066 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2067 *source = GL_TEXTURE;
2068 break;
2069 default:
2070 FIXME("Unrecognized texture arg %#x\n", arg);
2071 *source = GL_TEXTURE;
2072 break;
2073 }
2074 }
2075
2076 /* Setup the texture operations texture stage states */
2077 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2078 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2079 {
2080 GLenum src1, src2, src3;
2081 GLenum opr1, opr2, opr3;
2082 GLenum comb_target;
2083 GLenum src0_target, src1_target, src2_target;
2084 GLenum opr0_target, opr1_target, opr2_target;
2085 GLenum scal_target;
2086 GLenum opr=0, invopr, src3_target, opr3_target;
2087 BOOL Handled = FALSE;
2088
2089 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2090
2091 /* Operations usually involve two args, src0 and src1 and are operations
2092 * of the form (a1 <operation> a2). However, some of the more complex
2093 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2094 * Microsoft added in a third parameter called a0. Therefore these are
2095 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2096 * parameter goes to the front.
2097 *
2098 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2099 * actual functions below, expect their syntax to differ slightly to those
2100 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2101 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2102
2103 if (isAlpha)
2104 {
2105 comb_target = GL_COMBINE_ALPHA;
2106 src0_target = GL_SOURCE0_ALPHA;
2107 src1_target = GL_SOURCE1_ALPHA;
2108 src2_target = GL_SOURCE2_ALPHA;
2109 opr0_target = GL_OPERAND0_ALPHA;
2110 opr1_target = GL_OPERAND1_ALPHA;
2111 opr2_target = GL_OPERAND2_ALPHA;
2112 scal_target = GL_ALPHA_SCALE;
2113 }
2114 else
2115 {
2116 comb_target = GL_COMBINE_RGB;
2117 src0_target = GL_SOURCE0_RGB;
2118 src1_target = GL_SOURCE1_RGB;
2119 src2_target = GL_SOURCE2_RGB;
2120 opr0_target = GL_OPERAND0_RGB;
2121 opr1_target = GL_OPERAND1_RGB;
2122 opr2_target = GL_OPERAND2_RGB;
2123 scal_target = GL_RGB_SCALE;
2124 }
2125
2126 /* If a texture stage references an invalid texture unit the stage just
2127 * passes through the result from the previous stage */
2128 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2129 {
2130 arg1 = WINED3DTA_CURRENT;
2131 op = WINED3D_TOP_SELECT_ARG1;
2132 }
2133
2134 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2135 {
2136 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2137 } else {
2138 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2139 }
2140 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2141 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2142
2143 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2144
2145 Handled = TRUE; /* Assume will be handled */
2146
2147 /* Other texture operations require special extensions: */
2148 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2149 {
2150 if (isAlpha) {
2151 opr = GL_SRC_ALPHA;
2152 invopr = GL_ONE_MINUS_SRC_ALPHA;
2153 src3_target = GL_SOURCE3_ALPHA_NV;
2154 opr3_target = GL_OPERAND3_ALPHA_NV;
2155 } else {
2156 opr = GL_SRC_COLOR;
2157 invopr = GL_ONE_MINUS_SRC_COLOR;
2158 src3_target = GL_SOURCE3_RGB_NV;
2159 opr3_target = GL_OPERAND3_RGB_NV;
2160 }
2161 switch (op)
2162 {
2163 case WINED3D_TOP_DISABLE: /* Only for alpha */
2164 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2165 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2166 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2167 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2168 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2169 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2170 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2171 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2172 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2173 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2174 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2175 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2176 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2177 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2178 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2179 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2180 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2181 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2182 break;
2183
2184 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2185 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2186 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2187 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2188 if (op == WINED3D_TOP_SELECT_ARG1)
2189 {
2190 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2191 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2192 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2193 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2194 }
2195 else
2196 {
2197 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2198 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2199 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2200 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2201 }
2202 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2203 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2204 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2205 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2206 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2207 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2208 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2209 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2210 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2211 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2212 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2213 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2214 break;
2215
2216 case WINED3D_TOP_MODULATE:
2217 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2218 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2219 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2220 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2221 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2222 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2223 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2224 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2225 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2226 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2227 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2228 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2229 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2230 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2231 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2232 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2233 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2234 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2235 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2236 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2237 break;
2238 case WINED3D_TOP_MODULATE_2X:
2239 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2240 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2241 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2242 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2243 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2244 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2245 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2246 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2247 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2248 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2249 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2250 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2251 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2252 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2254 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2255 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2256 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2257 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2258 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2259 break;
2260 case WINED3D_TOP_MODULATE_4X:
2261 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2262 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2263 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2264 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2265 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2266 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2268 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2269 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2270 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2271 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2272 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2273 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2274 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2275 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2276 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2277 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2278 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2279 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2280 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2281 break;
2282
2283 case WINED3D_TOP_ADD:
2284 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2285 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2286 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2287 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2288 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2289 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2290 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2291 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2292 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2293 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2294 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2295 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2296 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2297 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2298 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2299 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2300 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2301 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2302 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2303 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2304 break;
2305
2306 case WINED3D_TOP_ADD_SIGNED:
2307 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2308 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2309 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2310 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2311 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2312 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2314 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2315 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2316 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2317 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2318 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2319 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2320 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2321 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2322 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2323 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2324 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2325 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2326 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2327 break;
2328
2329 case WINED3D_TOP_ADD_SIGNED_2X:
2330 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2331 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2332 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2333 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2335 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2337 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2339 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2340 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2341 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2342 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2343 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2344 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2345 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2346 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2347 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2348 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2349 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2350 break;
2351
2352 case WINED3D_TOP_ADD_SMOOTH:
2353 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2354 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2355 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2356 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2357 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2358 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2359 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2360 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2361 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2362 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2363 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2364 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2365 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2366 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2368 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2369 switch (opr1) {
2370 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2371 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2372 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2373 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2374 }
2375 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2376 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2377 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2378 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2379 break;
2380
2381 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2383 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2385 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2387 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2389 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2391 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2393 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2394 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2395 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2397 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2399 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2401 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2402 break;
2403 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2404 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2405 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2407 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2409 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2411 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2412 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2413 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2415 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2416 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2417 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2418 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2419 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2420 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2421 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2423 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2424 break;
2425 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2426 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2427 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2429 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2431 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2433 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2435 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2437 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2438 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2439 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2441 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2442 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2443 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2445 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2446 break;
2447 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2449 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2451 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2453 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2455 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2456 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2457 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2458 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2459 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2460 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2461 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2463 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2464 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2465 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2466 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2467 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2468 break;
2469 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2470 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2471 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2472 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2473 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2474 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2475 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2476 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2477 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2478 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2479 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2480 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2481 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2482 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2483 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2484 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2485 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2486 switch (opr) {
2487 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2488 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2489 }
2490 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2491 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2492 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2493 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2494 break;
2495 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2496 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2497 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2498 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2499 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2500 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2501 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2502 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2503 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2504 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2505 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2506 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2507 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2508 switch (opr1) {
2509 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2510 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2511 }
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2513 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2515 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2516 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2517 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2519 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2520 break;
2521 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2523 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2525 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2526 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2527 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2528 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2529 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2530 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2531 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2532 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2533 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2534 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2535 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2536 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2537 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2538 switch (opr1) {
2539 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2540 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2541 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2542 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2543 }
2544 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2545 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2546 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2547 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2548 break;
2549 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2550 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2551 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2552 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2553 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2554 switch (opr1) {
2555 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2556 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2557 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2558 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2559 }
2560 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2561 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2562 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2563 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2564 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2565 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2566 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2567 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2568 switch (opr1) {
2569 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2570 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2571 }
2572 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2573 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2574 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2575 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2576 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2577 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2578 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2579 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2580 break;
2581 case WINED3D_TOP_MULTIPLY_ADD:
2582 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2583 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2584 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2585 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2586 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2587 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2588 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2589 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2590 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2591 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2592 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2593 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2594 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2595 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2596 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2597 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2598 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2599 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2600 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2601 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2602 break;
2603
2604 case WINED3D_TOP_BUMPENVMAP:
2605 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2606 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2607 Handled = FALSE;
2608 break;
2609
2610 default:
2611 Handled = FALSE;
2612 }
2613 if (Handled)
2614 {
2615 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2616 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2617
2618 return;
2619 }
2620 } /* GL_NV_texture_env_combine4 */
2621
2622 Handled = TRUE; /* Again, assume handled */
2623 switch (op) {
2624 case WINED3D_TOP_DISABLE: /* Only for alpha */
2625 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2626 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2628 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2630 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2631 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2632 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2633 break;
2634 case WINED3D_TOP_SELECT_ARG1:
2635 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2636 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2638 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2640 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2641 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2642 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2643 break;
2644 case WINED3D_TOP_SELECT_ARG2:
2645 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2646 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2648 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2650 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2652 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2653 break;
2654 case WINED3D_TOP_MODULATE:
2655 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2656 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2658 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2660 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2662 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2664 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2666 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2667 break;
2668 case WINED3D_TOP_MODULATE_2X:
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2670 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2672 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2673 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2674 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2676 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2677 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2678 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2679 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2680 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2681 break;
2682 case WINED3D_TOP_MODULATE_4X:
2683 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2684 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2685 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2686 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2687 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2688 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2690 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2691 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2692 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2693 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2694 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2695 break;
2696 case WINED3D_TOP_ADD:
2697 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2698 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2699 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2700 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2701 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2702 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2704 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2705 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2706 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2708 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2709 break;
2710 case WINED3D_TOP_ADD_SIGNED:
2711 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2712 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2714 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2715 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2716 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2718 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2719 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2720 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2722 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2723 break;
2724 case WINED3D_TOP_ADD_SIGNED_2X:
2725 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2726 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2727 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2728 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2729 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2730 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2732 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2734 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2735 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2736 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2737 break;
2738 case WINED3D_TOP_SUBTRACT:
2739 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2740 {
2741 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2742 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2743 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2744 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2745 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2746 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2747 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2748 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2749 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2750 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2751 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2752 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2753 } else {
2754 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2755 }
2756 break;
2757
2758 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2759 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2760 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2761 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2762 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2763 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2764 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2765 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2766 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2767 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2768 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2770 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2771 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2772 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2773 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2774 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2775 break;
2776 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2777 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2778 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2779 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2780 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2781 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2782 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2783 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2784 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2785 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2786 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2788 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2789 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2790 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2791 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2792 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2793 break;
2794 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2795 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2796 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2797 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2798 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2799 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2800 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2801 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2802 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2803 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2804 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2805 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2806 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2807 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2808 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2809 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2810 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2811 break;
2812 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2813 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2814 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2815 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2816 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2817 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2818 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2819 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2820 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2821 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2822 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2823 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2824 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2825 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2826 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2827 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2828 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2829 break;
2830 case WINED3D_TOP_DOTPRODUCT3:
2831 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2832 {
2833 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2834 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2835 }
2836 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2837 {
2838 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2839 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2840 } else {
2841 FIXME("This version of opengl does not support GL_DOT3\n");
2842 }
2843 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2844 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2845 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2846 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2847 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2848 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2849 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2850 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2851 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2852 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2853 break;
2854 case WINED3D_TOP_LERP:
2855 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2856 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2857 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2858 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2859 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2860 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2861 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2862 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2863 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2864 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2865 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2866 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2867 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2868 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2869 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2870 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2871 break;
2872 case WINED3D_TOP_ADD_SMOOTH:
2873 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2874 {
2875 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2876 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2877 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2878 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2879 switch (opr1) {
2880 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2881 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2882 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2883 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2884 }
2885 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2886 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2887 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2888 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2889 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2890 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2891 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2892 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2893 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2894 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2895 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2896 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2897 } else
2898 Handled = FALSE;
2899 break;
2900 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2901 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2902 {
2903 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2904 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2905 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2906 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2907 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2908 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2909 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2910 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2911 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2912 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2913 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2914 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2915 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2916 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2917 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2918 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2919 } else
2920 Handled = FALSE;
2921 break;
2922 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2923 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2924 {
2925 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2926 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2927 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2928 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2929 switch (opr1) {
2930 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2931 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2932 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2933 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2934 }
2935 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2936 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2937 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2938 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2939 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2940 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2941 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2942 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2943 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2944 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2945 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2946 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2947 } else
2948 Handled = FALSE;
2949 break;
2950 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2951 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2952 {
2953 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2954 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2955 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2956 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2957 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2958 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2959 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2960 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2961 switch (opr1) {
2962 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2963 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2964 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2965 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2966 }
2967 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2968 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2969 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2970 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2971 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2972 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2973 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2974 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2975 } else
2976 Handled = FALSE;
2977 break;
2978 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2979 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2980 {
2981 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2982 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2983 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2984 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2985 switch (opr1) {
2986 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2987 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2988 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2989 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2990 }
2991 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2992 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2993 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2994 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2995 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2996 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2997 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2998 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2999 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3000 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3001 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3002 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3003 } else
3004 Handled = FALSE;
3005 break;
3006 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3007 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3008 {
3009 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3010 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3011 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3012 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3013 switch (opr1) {
3014 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3015 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3016 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3017 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3018 }
3019 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3020 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3021 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3022 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3023 switch (opr1) {
3024 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3025 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3026 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3027 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3028 }
3029 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3030 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3031 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3032 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3033 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3034 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3035 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3036 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3037 } else
3038 Handled = FALSE;
3039 break;
3040 case WINED3D_TOP_MULTIPLY_ADD:
3041 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3042 {
3043 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3044 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3045 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3046 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3047 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3048 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3049 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3050 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3051 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3052 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3053 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3054 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3055 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3056 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3057 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3058 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3059 } else
3060 Handled = FALSE;
3061 break;
3062 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3063 case WINED3D_TOP_BUMPENVMAP:
3064 if (gl_info->supported[NV_TEXTURE_SHADER2])
3065 {
3066 /* Technically texture shader support without register combiners is possible, but not expected to occur
3067 * on real world cards, so for now a fixme should be enough
3068 */
3069 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3070 }
3071 Handled = FALSE;
3072 break;
3073
3074 default:
3075 Handled = FALSE;
3076 }
3077
3078 if (Handled) {
3079 BOOL combineOK = TRUE;
3080 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3081 {
3082 DWORD op2;
3083
3084 if (isAlpha)
3085 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3086 else
3087 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3088
3089 /* Note: If COMBINE4 in effect can't go back to combine! */
3090 switch (op2)
3091 {
3092 case WINED3D_TOP_ADD_SMOOTH:
3093 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3094 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3095 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3096 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3097 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3098 case WINED3D_TOP_MULTIPLY_ADD:
3099 /* Ignore those implemented in both cases */
3100 switch (op)
3101 {
3102 case WINED3D_TOP_SELECT_ARG1:
3103 case WINED3D_TOP_SELECT_ARG2:
3104 combineOK = FALSE;
3105 Handled = FALSE;
3106 break;
3107 default:
3108 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3109 return;
3110 }
3111 }
3112 }
3113
3114 if (combineOK)
3115 {
3116 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3117 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3118
3119 return;
3120 }
3121 }
3122
3123 /* After all the extensions, if still unhandled, report fixme */
3124 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3125 }
3126
3127
3128 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3129 {
3130 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3131 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3132 DWORD mapped_stage = context->tex_unit_map[stage];
3133 const struct wined3d_gl_info *gl_info = context->gl_info;
3134
3135 TRACE("Setting color op for stage %d\n", stage);
3136
3137 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3138 if (use_ps(state)) return;
3139
3140 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3141
3142 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3143 {
3144 if (tex_used && mapped_stage >= gl_info->limits.textures)
3145 {
3146 FIXME("Attempt to enable unsupported stage!\n");
3147 return;
3148 }
3149 context_active_texture(context, gl_info, mapped_stage);
3150 }
3151
3152 if (stage >= context->lowest_disabled_stage)
3153 {
3154 TRACE("Stage disabled\n");
3155 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3156 {
3157 /* Disable everything here */
3158 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3159 checkGLcall("glDisable(GL_TEXTURE_2D)");
3160 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3161 checkGLcall("glDisable(GL_TEXTURE_3D)");
3162 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3163 {
3164 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3165 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3166 }
3167 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3168 {
3169 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3170 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3171 }
3172 }
3173 /* All done */
3174 return;
3175 }
3176
3177 /* The sampler will also activate the correct texture dimensions, so no
3178 * need to do it here if the sampler for this stage is dirty. */
3179 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3180 texture_activate_dimensions(state->textures[stage], gl_info);
3181
3182 set_tex_op(gl_info, state, FALSE, stage,
3183 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3184 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3185 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3186 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3187 }
3188
3189 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3190 {
3191 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3192 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3193 DWORD mapped_stage = context->tex_unit_map[stage];
3194 const struct wined3d_gl_info *gl_info = context->gl_info;
3195 DWORD op, arg1, arg2, arg0;
3196
3197 TRACE("Setting alpha op for stage %d\n", stage);
3198 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3199 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3200 {
3201 if (tex_used && mapped_stage >= gl_info->limits.textures)
3202 {
3203 FIXME("Attempt to enable unsupported stage!\n");
3204 return;
3205 }
3206 context_active_texture(context, gl_info, mapped_stage);
3207 }
3208
3209 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3210 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3211 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3212 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3213
3214 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3215 {
3216 struct wined3d_texture *texture = state->textures[0];
3217 GLenum texture_dimensions = texture->target;
3218
3219 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3220 {
3221 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3222 {
3223 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3224 * properly. On the other hand applications can still use texture combiners apparently. This code
3225 * takes care that apps cannot remove the texture's alpha channel entirely.
3226 *
3227 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3228 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3229 * and alpha component of diffuse color to draw things like translucent text and perform other
3230 * blending effects.
3231 *
3232 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3233 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3234 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3235 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3236 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3237 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3238 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3239 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3240 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3241 * alpha.
3242 *
3243 * What to do with multitexturing? So far no app has been found that uses color keying with
3244 * multitexturing */
3245 if (op == WINED3D_TOP_DISABLE)
3246 {
3247 arg1 = WINED3DTA_TEXTURE;
3248 op = WINED3D_TOP_SELECT_ARG1;
3249 }
3250 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3251 {
3252 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3253 {
3254 arg2 = WINED3DTA_TEXTURE;
3255 op = WINED3D_TOP_MODULATE;
3256 }
3257 else arg1 = WINED3DTA_TEXTURE;
3258 }
3259 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3260 {
3261 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3262 {
3263 arg1 = WINED3DTA_TEXTURE;
3264 op = WINED3D_TOP_MODULATE;
3265 }
3266 else arg2 = WINED3DTA_TEXTURE;
3267 }
3268 }
3269 }
3270 }
3271
3272 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3273 * this if block here, and the other code(color keying, texture unit selection) are the same
3274 */
3275 TRACE("Setting alpha op for stage %d\n", stage);
3276 if (gl_info->supported[NV_REGISTER_COMBINERS])
3277 {
3278 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3279 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3280 }
3281 else
3282 {
3283 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3284 }
3285 }
3286
3287 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3288 {
3289 const struct wined3d_gl_info *gl_info = context->gl_info;
3290 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3291 unsigned int mapped_stage = context->tex_unit_map[tex];
3292 struct wined3d_matrix mat;
3293
3294 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3295 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3296 {
3297 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3298 return;
3299 }
3300
3301 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3302 if (mapped_stage >= gl_info->limits.textures) return;
3303
3304 context_active_texture(context, gl_info, mapped_stage);
3305 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3306 checkGLcall("glMatrixMode(GL_TEXTURE)");
3307
3308 get_texture_matrix(context, state, mapped_stage, &mat);
3309
3310 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3311 checkGLcall("glLoadMatrixf");
3312 }
3313
3314 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3315 {
3316 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3317 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3318 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3319 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3320 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3321 const struct wined3d_gl_info *gl_info = context->gl_info;
3322 DWORD mapped_stage = context->tex_unit_map[stage];
3323
3324 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3325 {
3326 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3327 return;
3328 }
3329
3330 if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_FRAGMENT_SAMPLERS))
3331 {
3332 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3333 return;
3334 }
3335 context_active_texture(context, gl_info, mapped_stage);
3336
3337 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3338 *
3339 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3340 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3341 * means use the vertex position (camera-space) as the input texture coordinates
3342 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3343 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3344 * to the TEXCOORDINDEX value
3345 */
3346 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3347 {
3348 case WINED3DTSS_TCI_PASSTHRU:
3349 /* Use the specified texture coordinates contained within the
3350 * vertex format. This value resolves to zero. */
3351 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3352 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3353 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3354 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3355 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3356 break;
3357
3358 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3359 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3360 * as the input texture coordinates for this stage's texture transformation. This
3361 * equates roughly to EYE_LINEAR */
3362
3363 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3364 gl_info->gl_ops.gl.p_glPushMatrix();
3365 gl_info->gl_ops.gl.p_glLoadIdentity();
3366 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3367 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3368 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3369 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3370 gl_info->gl_ops.gl.p_glPopMatrix();
3371 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3372
3373 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3374 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3375 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3376 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3377
3378 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3379 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3380 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3381 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3382
3383 break;
3384
3385 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3386 /* Note that NV_TEXGEN_REFLECTION support is implied when
3387 * ARB_TEXTURE_CUBE_MAP is supported */
3388 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3389 {
3390 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3391 break;
3392 }
3393
3394 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3395 gl_info->gl_ops.gl.p_glPushMatrix();
3396 gl_info->gl_ops.gl.p_glLoadIdentity();
3397 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3398 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3399 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3400 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3401 gl_info->gl_ops.gl.p_glPopMatrix();
3402 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3403
3404 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3405 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3406 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3407 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3408
3409 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3410 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3411 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3412 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3413
3414 break;
3415
3416 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3417 /* Note that NV_TEXGEN_REFLECTION support is implied when
3418 * ARB_TEXTURE_CUBE_MAP is supported */
3419 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3420 {
3421 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3422 break;
3423 }
3424
3425 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3426 gl_info->gl_ops.gl.p_glPushMatrix();
3427 gl_info->gl_ops.gl.p_glLoadIdentity();
3428 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3429 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3430 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3431 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3432 gl_info->gl_ops.gl.p_glPopMatrix();
3433 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3434
3435 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3436 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3437 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3438 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3439
3440 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3441 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3442 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3443 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3444
3445 break;
3446
3447 case WINED3DTSS_TCI_SPHEREMAP:
3448 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3449 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3450 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3451
3452 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3453 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3454 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3455 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3456
3457 break;
3458
3459 default:
3460 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3461 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3462 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3463 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3464 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3465 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3466 checkGLcall("Disable texgen.");
3467
3468 break;
3469 }
3470
3471 /* Update the texture matrix. */
3472 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3473 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3474
3475 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3476 {
3477 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3478 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3479 * and do all the things linked to it
3480 * TODO: Tidy that up to reload only the arrays of the changed unit
3481 */
3482 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3483
3484 context_unload_tex_coords(context);
3485 context_load_tex_coords(context, &context->stream_info, &curVBO, state);
3486 }
3487 }
3488
3489 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3490 {
3491 const DWORD sampler = state_id - STATE_SAMPLER(0);
3492 const struct wined3d_texture *texture = state->textures[sampler];
3493
3494 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3495
3496 if (!texture)
3497 return;
3498
3499 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3500 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3501 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3502 */
3503 if (sampler < MAX_TEXTURES)
3504 {
3505 const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3506
3507 if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
3508 {
3509 if (tex_is_pow2)
3510 context->lastWasPow2Texture |= 1u << sampler;
3511 else
3512 context->lastWasPow2Texture &= ~(1u << sampler);
3513
3514 transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3515 }
3516 }
3517 }
3518
3519 static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
3520 enum wined3d_texture_address t)
3521 {
3522 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3523 {
3524 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3525 return WINED3D_TADDRESS_WRAP;
3526 }
3527
3528 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3529 if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
3530 && t == WINED3D_TADDRESS_WRAP))
3531 return WINED3D_TADDRESS_CLAMP;
3532
3533 return t;
3534 }
3535
3536 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3537 const struct wined3d_context *context, const DWORD *sampler_states, const struct wined3d_texture *texture)
3538 {
3539 union
3540 {
3541 float f;
3542 DWORD d;
3543 } lod_bias;
3544
3545 desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3546 desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3547 desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3548 wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
3549 sampler_states[WINED3D_SAMP_BORDER_COLOR]);
3550 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3551 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3552 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3553 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3554 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3555 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3556 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3557 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3558 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3559 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3560 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3561 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3562 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3563 desc->lod_bias = lod_bias.f;
3564 desc->min_lod = -1000.0f;
3565 desc->max_lod = 1000.0f;
3566 desc->mip_base_level = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
3567 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3568 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3569 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3570 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3571 || (texture->flags & WINED3D_TEXTURE_COND_NP2))
3572 desc->max_anisotropy = 1;
3573 desc->compare = texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW;
3574 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3575 desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
3576
3577 if (!(texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING))
3578 {
3579 desc->mag_filter = WINED3D_TEXF_POINT;
3580 desc->min_filter = WINED3D_TEXF_POINT;
3581 desc->mip_filter = WINED3D_TEXF_NONE;
3582 }
3583
3584 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3585 {
3586 desc->mip_filter = WINED3D_TEXF_NONE;
3587 if (context->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3588 desc->min_filter = WINED3D_TEXF_POINT;
3589 }
3590 }
3591
3592 /* Enabling and disabling texture dimensions is done by texture stage state /
3593 * pixel shader setup, this function only has to bind textures and set the per
3594 * texture states. */
3595 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3596 {
3597 DWORD sampler_idx = state_id - STATE_SAMPLER(0);
3598 DWORD mapped_stage = context->tex_unit_map[sampler_idx];
3599 const struct wined3d_gl_info *gl_info = context->gl_info;
3600
3601 TRACE("Sampler %u.\n", sampler_idx);
3602
3603 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3604 {
3605 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3606 return;
3607 }
3608
3609 if (mapped_stage >= gl_info->limits.graphics_samplers)
3610 return;
3611 context_active_texture(context, gl_info, mapped_stage);
3612
3613 if (state->textures[sampler_idx])
3614 {
3615 BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
3616 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3617 struct wined3d_texture *texture = state->textures[sampler_idx];
3618 struct wined3d_device *device = context->device;
3619 struct wined3d_sampler_desc desc;
3620 struct wined3d_sampler *sampler;
3621 struct wine_rb_entry *entry;
3622
3623 wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture);
3624
3625 wined3d_texture_bind(texture, context, srgb);
3626
3627 if ((entry = wine_rb_get(&device->samplers, &desc)))
3628 {
3629 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3630 }
3631 else
3632 {
3633 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler)))
3634 {
3635 ERR("Failed to create sampler.\n");
3636 return;
3637 }
3638 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3639 {
3640 ERR("Failed to insert sampler.\n");
3641 wined3d_sampler_decref(sampler);
3642 return;
3643 }
3644 }
3645
3646 wined3d_sampler_bind(sampler, mapped_stage, texture, context);
3647
3648 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3649 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3650 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3651 }
3652 else
3653 {
3654 context_bind_texture(context, GL_NONE, 0);
3655 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3656 {
3657 GL_EXTCALL(glBindSampler(mapped_stage, 0));
3658 checkGLcall("glBindSampler");
3659 }
3660 }
3661 }
3662
3663 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3664 {
3665 unsigned int i;
3666
3667 if (use_ps(state))
3668 {
3669 if (!context->last_was_pshader)
3670 {
3671 /* Former draw without a pixel shader, some samplers may be
3672 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3673 * make sure to enable them. */
3674 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3675 {
3676 if (!isStateDirty(context, STATE_SAMPLER(i)))
3677 sampler(context, state, STATE_SAMPLER(i));
3678 }
3679 context->last_was_pshader = TRUE;
3680 }
3681 else
3682 {
3683 /* Otherwise all samplers were activated by the code above in
3684 * earlier draws, or by sampler() if a different texture was
3685 * bound. I don't have to do anything. */
3686 }
3687 }
3688 else
3689 {
3690 /* Disabled the pixel shader - color ops weren't applied while it was
3691 * enabled, so re-apply them. */
3692 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3693 {
3694 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3695 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3696 }
3697 context->last_was_pshader = FALSE;
3698 }
3699
3700 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3701 }
3702
3703 static void state_compute_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3704 {
3705 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3706 }
3707
3708 static void state_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3709 {
3710 enum wined3d_shader_type shader_type = state_id - STATE_SHADER(0);
3711 context->shader_update_mask |= 1u << shader_type;
3712 }
3713
3714 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3715 {
3716 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3717 }
3718
3719 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3720 {
3721 const struct wined3d_gl_info *gl_info = context->gl_info;
3722 struct wined3d_matrix mat;
3723
3724 /* This function is called by transform_view below if the view matrix was changed too
3725 *
3726 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3727 * does not always update the world matrix, only on a switch between transformed
3728 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3729 * draw, but that should be rather rare and cheaper in total.
3730 */
3731 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3732 checkGLcall("glMatrixMode");
3733
3734 get_modelview_matrix(context, state, 0, &mat);
3735
3736 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3737 checkGLcall("glLoadMatrixf");
3738 }
3739
3740 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3741 {
3742 const struct wined3d_gl_info *gl_info = context->gl_info;
3743 UINT index = state_id - STATE_CLIPPLANE(0);
3744 GLdouble plane[4];
3745
3746 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3747 return;
3748
3749 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3750 gl_info->gl_ops.gl.p_glPushMatrix();
3751
3752 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3753 if (!use_vs(state))
3754 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3755 else
3756 /* With vertex shaders, clip planes are not transformed in Direct3D,
3757 * while in OpenGL they are still transformed by the model view matrix. */
3758 gl_info->gl_ops.gl.p_glLoadIdentity();
3759
3760 plane[0] = state->clip_planes[index].x;
3761 plane[1] = state->clip_planes[index].y;
3762 plane[2] = state->clip_planes[index].z;
3763 plane[3] = state->clip_planes[index].w;
3764
3765 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3766 plane[0], plane[1], plane[2], plane[3]);
3767 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3768 checkGLcall("glClipPlane");
3769
3770 gl_info->gl_ops.gl.p_glPopMatrix();
3771 }
3772
3773 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3774 {
3775 unsigned int matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3776
3777 WARN("Unsupported world matrix %u set.\n", matrix);
3778 }
3779
3780 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3781 {
3782 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3783 static unsigned int once;
3784
3785 if (f == WINED3D_VBF_DISABLE)
3786 return;
3787
3788 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3789 else WARN("Vertex blend flags %#x not supported.\n", f);
3790 }
3791
3792 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3793 {
3794 const struct wined3d_gl_info *gl_info = context->gl_info;
3795 const struct wined3d_light_info *light = NULL;
3796 unsigned int k;
3797
3798 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3799 * NOTE: We have to reset the positions even if the light/plane is not currently
3800 * enabled, since the call to enable it will not reset the position.
3801 * NOTE2: Apparently texture transforms do NOT need reapplying
3802 */
3803
3804 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3805 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3806 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3807 checkGLcall("glLoadMatrixf(...)");
3808
3809 /* Reset lights. TODO: Call light apply func */
3810 for (k = 0; k < gl_info->limits.lights; ++k)
3811 {
3812 if (!(light = state->lights[k]))
3813 continue;
3814 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3815 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3816 else
3817 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3818 checkGLcall("glLightfv posn");
3819 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3820 checkGLcall("glLightfv dirn");
3821 }
3822
3823 /* Reset Clipping Planes */
3824 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
3825 {
3826 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3827 clipplane(context, state, STATE_CLIPPLANE(k));
3828 }
3829
3830 if (context->last_was_rhw)
3831 {
3832 gl_info->gl_ops.gl.p_glLoadIdentity();
3833 checkGLcall("glLoadIdentity()");
3834 /* No need to update the world matrix, the identity is fine */
3835 return;
3836 }
3837
3838 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3839 * No need to do it here if the state is scheduled for update. */
3840 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3841 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3842 }
3843
3844 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3845 {
3846 const struct wined3d_gl_info *gl_info = context->gl_info;
3847 struct wined3d_matrix projection;
3848
3849 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3850 checkGLcall("glMatrixMode(GL_PROJECTION)");
3851
3852 get_projection_matrix(context, state, &projection);
3853 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3854 checkGLcall("glLoadMatrixf");
3855 }
3856
3857 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3858 {
3859 if (isStateDirty(context, STATE_VDECL))
3860 return;
3861 context_update_stream_sources(context, state);
3862 }
3863
3864 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3865 {
3866 if (isStateDirty(context, STATE_STREAMSRC))
3867 return;
3868 context_update_stream_sources(context, state);
3869 }
3870
3871 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3872 {
3873 const struct wined3d_gl_info *gl_info = context->gl_info;
3874 BOOL useVertexShaderFunction = use_vs(state);
3875 BOOL updateFog = FALSE;
3876 BOOL transformed;
3877 BOOL wasrhw = context->last_was_rhw;
3878 unsigned int i;
3879
3880 transformed = context->stream_info.position_transformed;
3881 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
3882 updateFog = TRUE;
3883
3884 context->last_was_rhw = transformed;
3885
3886 if (context->stream_info.swizzle_map != context->last_swizzle_map)
3887 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
3888
3889 context->last_swizzle_map = context->stream_info.swizzle_map;
3890
3891 /* Don't have to apply the matrices when vertex shaders are used. When
3892 * vshaders are turned off this function will be called again anyway to
3893 * make sure they're properly set. */
3894 if (!useVertexShaderFunction)
3895 {
3896 /* TODO: Move this mainly to the viewport state and only apply when
3897 * the vp has changed or transformed / untransformed was switched. */
3898 if (wasrhw != context->last_was_rhw
3899 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
3900 && !isStateDirty(context, STATE_VIEWPORT))
3901 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3902 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3903 * mode.
3904 *
3905 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3906 * this check will fail and the matrix not applied again. This is OK because a simple
3907 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3908 * needs of the vertex declaration.
3909 *
3910 * World and view matrix go into the same gl matrix, so only apply them when neither is
3911 * dirty
3912 */
3913 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
3914 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3915 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3916 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
3917 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
3918 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
3919 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
3920
3921 if (context->last_was_vshader)
3922 {
3923 updateFog = TRUE;
3924
3925 if (!context->d3d_info->vs_clipping
3926 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
3927 {
3928 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
3929 }
3930
3931 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3932 {
3933 clipplane(context, state, STATE_CLIPPLANE(i));
3934 }
3935 }
3936 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
3937 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
3938 }
3939 else
3940 {
3941 if (!context->last_was_vshader)
3942 {
3943 static BOOL warned = FALSE;
3944 if (!context->d3d_info->vs_clipping)
3945 {
3946 /* Disable all clip planes to get defined results on all drivers. See comment in the
3947 * state_clipping state handler
3948 */
3949 context_enable_clip_distances(context, 0);
3950
3951 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
3952 {
3953 FIXME("Clipping not supported with vertex shaders.\n");
3954 warned = TRUE;
3955 }
3956 }
3957 if (wasrhw)
3958 {
3959 /* Apply the transform matrices when switching from rhw
3960 * drawing to vertex shaders. Vertex shaders themselves do
3961 * not need it, but the matrices are not reapplied
3962 * automatically when switching back from vertex shaders to
3963 * fixed function processing. So make sure we leave the fixed
3964 * function vertex processing states back in a sane state
3965 * before switching to shaders. */
3966 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
3967 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3968 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3969 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3970 }
3971 updateFog = TRUE;
3972
3973 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
3974 * (Note: ARB shaders can read the clip planes for clipping emulation even if
3975 * device->vs_clipping is false.
3976 */
3977 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3978 {
3979 clipplane(context, state, STATE_CLIPPLANE(i));
3980 }
3981 }
3982 }
3983
3984 context->last_was_vshader = useVertexShaderFunction;
3985 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
3986
3987 if (updateFog)
3988 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
3989
3990 if (!useVertexShaderFunction)
3991 {
3992 unsigned int i;
3993
3994 for (i = 0; i < MAX_TEXTURES; ++i)
3995 {
3996 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
3997 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3998 }
3999
4000 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4001 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4002 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
4003 }
4004 }
4005
4006 static void get_viewports(struct wined3d_context *context, const struct wined3d_state *state,
4007 unsigned int viewport_count, struct wined3d_viewport *viewports)
4008 {
4009 const struct wined3d_rendertarget_view *depth_stencil = state->fb->depth_stencil;
4010 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4011 unsigned int width, height, i;
4012
4013 for (i = 0; i < viewport_count; ++i)
4014 viewports[i] = state->viewports[i];
4015
4016 /* Note: GL uses a lower left origin while DirectX uses upper left. This
4017 * is reversed when using offscreen rendering. */
4018 if (context->render_offscreen)
4019 return;
4020
4021 if (target)
4022 {
4023 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4024 }
4025 else if (depth_stencil)
4026 {
4027 height = depth_stencil->height;
4028 }
4029 else
4030 {
4031 FIXME("Could not get the height of render targets.\n");
4032 return;
4033 }
4034
4035 for (i = 0; i < viewport_count; ++i)
4036 viewports[i].y = height - (viewports[i].y + viewports[i].height);
4037 }
4038
4039 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4040 {
4041 const struct wined3d_gl_info *gl_info = context->gl_info;
4042 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4043
4044 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4045 {
4046 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4047 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4048
4049 unsigned int i, reset_count = 0;
4050
4051 get_viewports(context, state, state->viewport_count, vp);
4052 for (i = 0; i < state->viewport_count; ++i)
4053 {
4054 depth_ranges[i * 2] = vp[i].min_z;
4055 depth_ranges[i * 2 + 1] = vp[i].max_z;
4056
4057 viewports[i * 4] = vp[i].x;
4058 viewports[i * 4 + 1] = vp[i].y;
4059 viewports[i * 4 + 2] = vp[i].width;
4060 viewports[i * 4 + 3] = vp[i].height;
4061 }
4062
4063 if (context->viewport_count > state->viewport_count)
4064 reset_count = context->viewport_count - state->viewport_count;
4065
4066 if (reset_count)
4067 {
4068 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4069 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4070 }
4071
4072 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4073 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4074 context->viewport_count = state->viewport_count;
4075 }
4076 else
4077 {
4078 get_viewports(context, state, 1, vp);
4079 gl_info->gl_ops.gl.p_glDepthRange(vp[0].min_z, vp[0].max_z);
4080 gl_info->gl_ops.gl.p_glViewport(vp[0].x, vp[0].y, vp[0].width, vp[0].height);
4081 }
4082 checkGLcall("setting clip space and viewport");
4083 }
4084
4085 static void viewport_miscpart_cc(struct wined3d_context *context,
4086 const struct wined3d_state *state, DWORD state_id)
4087 {
4088 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4089 float pixel_center_offset = context->d3d_info->wined3d_creation_flags
4090 & WINED3D_PIXEL_CENTER_INTEGER ? 63.0f / 128.0f : -1.0f / 128.0f;
4091 const struct wined3d_gl_info *gl_info = context->gl_info;
4092 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4093 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4094 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4095 unsigned int i, reset_count = 0;
4096
4097 get_viewports(context, state, state->viewport_count, vp);
4098
4099 GL_EXTCALL(glClipControl(context->render_offscreen ? GL_UPPER_LEFT : GL_LOWER_LEFT, GL_ZERO_TO_ONE));
4100
4101 for (i = 0; i < state->viewport_count; ++i)
4102 {
4103 depth_ranges[i * 2] = vp[i].min_z;
4104 depth_ranges[i * 2 + 1] = vp[i].max_z;
4105
4106 viewports[i * 4] = vp[i].x + pixel_center_offset;
4107 viewports[i * 4 + 1] = vp[i].y + pixel_center_offset;
4108 viewports[i * 4 + 2] = vp[i].width;
4109 viewports[i * 4 + 3] = vp[i].height;
4110 }
4111
4112 if (context->viewport_count > state->viewport_count)
4113 reset_count = context->viewport_count - state->viewport_count;
4114
4115 if (reset_count)
4116 {
4117 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4118 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4119 }
4120
4121 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4122 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4123 context->viewport_count = state->viewport_count;
4124
4125 checkGLcall("setting clip space and viewport");
4126 }
4127
4128 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4129 {
4130 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4131 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4132 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4133 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4134 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4135 /* Update the position fixup. */
4136 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
4137 }
4138
4139 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4140 {
4141 const struct wined3d_gl_info *gl_info = context->gl_info;
4142 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4143 const struct wined3d_light_info *lightInfo = state->lights[Index];
4144
4145 if (!lightInfo)
4146 {
4147 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4148 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4149 }
4150 else
4151 {
4152 float quad_att;
4153 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4154
4155 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4156 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4157 gl_info->gl_ops.gl.p_glPushMatrix();
4158 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4159
4160 /* Diffuse: */
4161 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4162 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4163 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4164 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4165 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4166 checkGLcall("glLightfv");
4167
4168 /* Specular */
4169 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4170 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4171 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4172 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4173 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4174 checkGLcall("glLightfv");
4175
4176 /* Ambient */
4177 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4178 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4179 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4180 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4181 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4182 checkGLcall("glLightfv");
4183
4184 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4185 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4186 else
4187 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4188
4189 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4190 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4191 * Attenuation0 to NaN and crashes in the gl lib
4192 */
4193
4194 switch (lightInfo->OriginalParms.type)
4195 {
4196 case WINED3D_LIGHT_POINT:
4197 /* Position */
4198 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4199 checkGLcall("glLightfv");
4200 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4201 checkGLcall("glLightf");
4202 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4203 lightInfo->OriginalParms.attenuation0);
4204 checkGLcall("glLightf");
4205 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4206 lightInfo->OriginalParms.attenuation1);
4207 checkGLcall("glLightf");
4208 if (quad_att < lightInfo->OriginalParms.attenuation2)
4209 quad_att = lightInfo->OriginalParms.attenuation2;
4210 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4211 checkGLcall("glLightf");
4212 /* FIXME: Range */
4213 break;
4214
4215 case WINED3D_LIGHT_SPOT:
4216 /* Position */
4217 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4218 checkGLcall("glLightfv");
4219 /* Direction */
4220 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4221 checkGLcall("glLightfv");
4222 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4223 checkGLcall("glLightf");
4224 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4225 checkGLcall("glLightf");
4226 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4227 lightInfo->OriginalParms.attenuation0);
4228 checkGLcall("glLightf");
4229 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4230 lightInfo->OriginalParms.attenuation1);
4231 checkGLcall("glLightf");
4232 if (quad_att < lightInfo->OriginalParms.attenuation2)
4233 quad_att = lightInfo->OriginalParms.attenuation2;
4234 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4235 checkGLcall("glLightf");
4236 /* FIXME: Range */
4237 break;
4238
4239 case WINED3D_LIGHT_DIRECTIONAL:
4240 /* Direction */
4241 /* Note GL uses w position of 0 for direction! */
4242 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4243 checkGLcall("glLightfv");
4244 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4245 checkGLcall("glLightf");
4246 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4247 checkGLcall("glLightf");
4248 break;
4249
4250 default:
4251 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4252 }
4253
4254 /* Restore the modelview matrix */
4255 gl_info->gl_ops.gl.p_glPopMatrix();
4256
4257 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4258 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4259 }
4260 }
4261
4262 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4263 {
4264 const struct wined3d_gl_info *gl_info = context->gl_info;
4265 unsigned int height = 0;
4266 const RECT *r;
4267
4268 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4269 * so our viewport correction does not apply. Warning2: Even in windowed
4270 * mode the coords are relative to the window, not the screen. */
4271
4272 if (!context->render_offscreen)
4273 {
4274 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4275 unsigned int width;
4276
4277 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4278 }
4279
4280 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4281 {
4282 GLint sr[4 * WINED3D_MAX_VIEWPORTS];
4283 unsigned int i, reset_count = 0;
4284
4285 for (i = 0; i < state->scissor_rect_count; ++i)
4286 {
4287 r = &state->scissor_rects[i];
4288
4289 sr[i * 4] = r->left;
4290 sr[i * 4 + 1] = height ? height - r->top : r->top;
4291 sr[i * 4 + 2] = r->right - r->left;
4292 sr[i * 4 + 3] = r->bottom - r->top;
4293 }
4294
4295 if (context->scissor_rect_count > state->scissor_rect_count)
4296 reset_count = context->scissor_rect_count - state->scissor_rect_count;
4297
4298 if (reset_count)
4299 memset(&sr[state->scissor_rect_count * 4], 0, reset_count * 4 * sizeof(GLint));
4300
4301 GL_EXTCALL(glScissorArrayv(0, state->scissor_rect_count + reset_count, sr));
4302 checkGLcall("glScissorArrayv");
4303 context->scissor_rect_count = state->scissor_rect_count;
4304 }
4305 else
4306 {
4307 r = &state->scissor_rects[0];
4308 gl_info->gl_ops.gl.p_glScissor(r->left, height ? height - r->top : r->top,
4309 r->right - r->left, r->bottom - r->top);
4310 checkGLcall("glScissor");
4311 }
4312 }
4313
4314 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4315 {
4316 const struct wined3d_stream_info *stream_info = &context->stream_info;
4317 const struct wined3d_gl_info *gl_info = context->gl_info;
4318
4319 if (!state->index_buffer || !stream_info->all_vbo)
4320 {
4321 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4322 }
4323 else
4324 {
4325 struct wined3d_buffer *ib = state->index_buffer;
4326 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4327 }
4328 }
4329
4330 static void depth_clip(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
4331 {
4332 if (!gl_info->supported[ARB_DEPTH_CLAMP])
4333 {
4334 if (r && !r->desc.depth_clip)
4335 FIXME("Depth clamp not supported by this GL implementation.\n");
4336 return;
4337 }
4338
4339 if (r && !r->desc.depth_clip)
4340 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
4341 else
4342 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
4343 checkGLcall("depth clip");
4344 }
4345
4346 static void rasterizer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4347 {
4348 const struct wined3d_gl_info *gl_info = context->gl_info;
4349 GLenum mode;
4350
4351 mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW;
4352 if (context->render_offscreen)
4353 mode = (mode == GL_CW) ? GL_CCW : GL_CW;
4354
4355 gl_info->gl_ops.gl.p_glFrontFace(mode);
4356 checkGLcall("glFrontFace");
4357 depth_clip(state->rasterizer_state, gl_info);
4358 }
4359
4360 static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4361 {
4362 const struct wined3d_gl_info *gl_info = context->gl_info;
4363 GLenum mode;
4364
4365 mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW;
4366
4367 gl_info->gl_ops.gl.p_glFrontFace(mode);
4368 checkGLcall("glFrontFace");
4369 depth_clip(state->rasterizer_state, gl_info);
4370 }
4371
4372 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4373 {
4374 static BOOL warned;
4375
4376 if (!warned)
4377 {
4378 WARN("Point sprite coordinate origin switching not supported.\n");
4379 warned = TRUE;
4380 }
4381 }
4382
4383 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4384 {
4385 const struct wined3d_gl_info *gl_info = context->gl_info;
4386 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4387
4388 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4389 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4390 }
4391
4392 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4393 {
4394 const struct wined3d_gl_info *gl_info = context->gl_info;
4395
4396 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4397
4398 if (needs_srgb_write(context, state, state->fb))
4399 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4400 else
4401 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4402 }
4403
4404 static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4405 {
4406 const struct wined3d_gl_info *gl_info = context->gl_info;
4407 enum wined3d_shader_type shader_type;
4408 struct wined3d_buffer *buffer;
4409 unsigned int i, base, count;
4410
4411 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4412
4413 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id))
4414 shader_type = state_id - STATE_GRAPHICS_CONSTANT_BUFFER(0);
4415 else
4416 shader_type = WINED3D_SHADER_TYPE_COMPUTE;
4417
4418 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
4419 for (i = 0; i < count; ++i)
4420 {
4421 buffer = state->cb[shader_type][i];
4422 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
4423 }
4424 checkGLcall("bind constant buffers");
4425 }
4426
4427 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4428 {
4429 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4430
4431 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4432 }
4433
4434 static void state_shader_resource_binding(struct wined3d_context *context,
4435 const struct wined3d_state *state, DWORD state_id)
4436 {
4437 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4438
4439 context->update_shader_resource_bindings = 1;
4440 }
4441
4442 static void state_cs_resource_binding(struct wined3d_context *context,
4443 const struct wined3d_state *state, DWORD state_id)
4444 {
4445 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4446 context->update_compute_shader_resource_bindings = 1;
4447 }
4448
4449 static void state_uav_binding(struct wined3d_context *context,
4450 const struct wined3d_state *state, DWORD state_id)
4451 {
4452 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4453 context->update_unordered_access_view_bindings = 1;
4454 }
4455
4456 static void state_cs_uav_binding(struct wined3d_context *context,
4457 const struct wined3d_state *state, DWORD state_id)
4458 {
4459 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4460 context->update_compute_unordered_access_view_bindings = 1;
4461 }
4462
4463 static void state_uav_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4464 {
4465 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
4466 }
4467
4468 static void state_so(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4469 {
4470 const struct wined3d_gl_info *gl_info = context->gl_info;
4471 struct wined3d_buffer *buffer;
4472 unsigned int offset, size, i;
4473
4474 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4475
4476 context_end_transform_feedback(context);
4477
4478 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4479 {
4480 if (!(buffer = state->stream_output[i].buffer))
4481 {
4482 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, i, 0));
4483 continue;
4484 }
4485
4486 offset = state->stream_output[i].offset;
4487 if (offset == ~0u)
4488 {
4489 FIXME("Appending to stream output buffers not implemented.\n");
4490 offset = 0;
4491 }
4492 size = buffer->resource.size - offset;
4493 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i,
4494 buffer->buffer_object, offset, size));
4495 }
4496 checkGLcall("bind transform feedback buffers");
4497 }
4498
4499 static void state_so_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4500 {
4501 WARN("Transform feedback not supported.\n");
4502 }
4503
4504 const struct StateEntryTemplate misc_state_template[] =
4505 {
4506 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4507 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4508 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4509 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4510 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4511 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4512 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4513 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4514 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4515 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4516 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4517 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4518 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4519 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE },
4520 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4521 { STATE_COMPUTE_SHADER_RESOURCE_BINDING, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, state_cs_resource_binding}, WINED3D_GL_EXT_NONE },
4522 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_cs_uav_binding}, ARB_SHADER_IMAGE_LOAD_STORE },
4523 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4524 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so, }, WINED3D_GL_VERSION_3_2 },
4525 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so_warn, }, WINED3D_GL_EXT_NONE },
4526 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4527 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4528 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4529 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), state_line_antialias}, WINED3D_GL_EXT_NONE },
4530 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), state_line_antialias}, WINED3D_GL_EXT_NONE },
4531 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4532 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4533 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4534 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4535 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4536 { STATE_BLEND, { STATE_BLEND, state_blend_object }, WINED3D_GL_EXT_NONE },
4537 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4538 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4539 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL },
4540 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer }, WINED3D_GL_EXT_NONE },
4541 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4542 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
4543 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4544 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4545
4546 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4547 * vshader loadings are untied from each other
4548 */
4549 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4550 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4551 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4552 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4553 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4554 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4555 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4556 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4557 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4558 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4559 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4560 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4561 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4562 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4563 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4564 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4565 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4566 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4567 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4568 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4569 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4570 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4571 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4572 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4573 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4574 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4575 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4576 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4577 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4578 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4579 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4580 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4581 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4582 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4583 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4584 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4585 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4586 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4587 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4588 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4589 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4590 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4591 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4592 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4593 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4594 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4595 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4596 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4597
4598 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL },
4599 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4600 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4601 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4602 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4603 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
4604 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4605 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4606 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4607 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4608 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
4609 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
4610 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4611 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4612 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4613 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwriteenable }, WINED3D_GL_EXT_NONE },
4614 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4615 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4616 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4617 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4618 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4619 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4620 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4621 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4622 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4623 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4624 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4625 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
4626 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4627 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4628 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4629 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4630 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4631 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4632 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4633 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s_ext}, EXT_STENCIL_TWO_SIDE },
4634 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4635 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4636 { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4637 { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4638 { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4639 { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4640 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4641 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4642 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4643 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4644 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4645 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4646 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4647 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4648 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4649 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4650 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4651 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4652 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4653 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4654 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4655 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4656 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4657 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4658 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4659 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4660 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4661 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4662 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4663 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4664 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4665 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4666 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4667 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4668 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4669 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
4670 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
4671 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4672 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4673 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4674 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4675 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite_i }, EXT_DRAW_BUFFERS2 },
4676 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4677 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite_i }, EXT_DRAW_BUFFERS2 },
4678 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4679 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite_i }, EXT_DRAW_BUFFERS2 },
4680 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4681 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite_i }, EXT_DRAW_BUFFERS2 },
4682 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4683 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE4), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE4), state_colorwrite_i }, EXT_DRAW_BUFFERS2 },
4684 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE4), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4685 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE5), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE5), state_colorwrite_i }, EXT_DRAW_BUFFERS2 },
4686 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE5), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4687 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE6), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE6), state_colorwrite_i }, EXT_DRAW_BUFFERS2 },
4688 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE6), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4689 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE7), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE7), state_colorwrite_i }, EXT_DRAW_BUFFERS2 },
4690 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE7), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4691 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, WINED3D_GL_BLEND_EQUATION },
4692 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
4693 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
4694 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
4695 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4696 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
4697 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
4698 { STATE_RENDER(WINED3D_RS_DEPTHBIASCLAMP), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
4699 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
4700 /* Samplers */
4701 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
4702 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
4703 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
4704 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
4705 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
4706 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
4707 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
4708 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
4709 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
4710 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
4711 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
4712 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
4713 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
4714 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
4715 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
4716 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
4717 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
4718 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
4719 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
4720 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
4721 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
4722 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
4723 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
4724 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
4725 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), state_shader }, WINED3D_GL_EXT_NONE },
4726 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), state_shader }, WINED3D_GL_EXT_NONE },
4727 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE },
4728 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE },
4729 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4730 };
4731
4732 static const struct StateEntryTemplate vp_ffp_states[] =
4733 {
4734 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
4735 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4736 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
4737 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
4738 /* Clip planes */
4739 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
4740 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
4741 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
4742 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
4743 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
4744 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
4745 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
4746 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
4747 /* Lights */
4748 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
4749 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
4750 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
4751 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
4752 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
4753 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
4754 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
4755 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
4756 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
4757 /* Viewport */
4758 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
4759 /* Transform states follow */
4760 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
4761 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
4762 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4763 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4764 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4765 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4766 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4767 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4768 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4769 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4770 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
4771 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
4772 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
4773 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
4774 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
4775 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
4776 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
4777 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
4778 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
4779 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
4780 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
4781 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
4782 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
4783 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
4784 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
4785 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
4786 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
4787 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
4788 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
4789 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
4790 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
4791 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
4792 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
4793 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
4794 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
4795 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
4796 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
4797 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
4798 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
4799 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
4800 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
4801 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
4802 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
4803 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
4804 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
4805 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
4806 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
4807 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
4808 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
4809 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
4810 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
4811 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
4812 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
4813 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
4814 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
4815 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
4816 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
4817 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
4818 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
4819 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
4820 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
4821 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
4822 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
4823 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
4824 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
4825 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
4826 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
4827 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
4828 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
4829 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
4830 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
4831 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
4832 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
4833 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
4834 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
4835 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
4836 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
4837 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
4838 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
4839 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
4840 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
4841 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
4842 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
4843 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
4844 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
4845 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
4846 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
4847 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
4848 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
4849 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
4850 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
4851 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
4852 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
4853 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
4854 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
4855 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
4856 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
4857 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
4858 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
4859 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
4860 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
4861 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
4862 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
4863 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
4864 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
4865 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
4866 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
4867 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
4868 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
4869 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
4870 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
4871 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
4872 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
4873 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
4874 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
4875 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
4876 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
4877 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
4878 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
4879 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
4880 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
4881 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
4882 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
4883 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
4884 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
4885 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
4886 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
4887 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
4888 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
4889 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
4890 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
4891 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
4892 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
4893 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
4894 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
4895 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
4896 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
4897 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
4898 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
4899 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
4900 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
4901 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
4902 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
4903 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
4904 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
4905 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
4906 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
4907 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
4908 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
4913 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
4914 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
4915 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
4916 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
4917 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
4918 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
4919 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
4920 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
4921 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
4922 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
4923 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
4924 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
4925 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
4926 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
4927 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
4928 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
4929 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
4930 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
4931 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
4932 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
4933 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
4934 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
4935 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
4936 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
4937 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
4938 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
4939 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
4940 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
4941 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
4942 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
4943 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
4944 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
4945 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
4946 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
4947 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
4948 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
4949 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
4950 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
4951 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
4952 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
4953 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
4954 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
4955 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
4956 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
4957 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
4958 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
4959 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
4960 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
4961 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
4962 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
4963 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
4964 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
4965 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
4966 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
4967 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
4968 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
4969 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
4970 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
4971 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
4972 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
4973 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
4974 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
4975 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
4976 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
4977 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
4978 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
4979 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
4980 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
4981 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
4982 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
4983 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
4984 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
4985 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
4986 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
4987 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
4988 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
4989 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
4990 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
4991 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
4992 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
4993 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
4994 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
4995 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
4996 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
4997 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
4998 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
4999 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5000 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5001 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5002 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5003 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5004 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5005 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5006 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5007 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5008 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5009 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5010 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5011 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5012 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5013 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5014 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5015 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5016 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5017 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5018 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5019 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5020 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5021 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5022 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5023 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5024 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5025 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5026 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5027 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5028 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5029 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5030 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5031 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5032 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5033 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5034 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5035 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5036 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5037 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5038 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5039 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5040 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5041 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5042 /* Fog */
5043 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5044 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5045 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5046 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5048 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5049 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5050 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5052 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5056 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5057 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5058 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5059 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5061 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5062 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5063 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5064 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5065 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5066 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5068 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5069 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5070 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5071 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5072 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5073 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5074
5075 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5076 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5077 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5078 */
5079 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5080 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5081 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5082 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5083 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5084 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5085 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5086 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5087 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5088 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5089 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5090 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5091 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5092 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5093 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5094 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5095 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5096 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5097 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5098 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5099 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5100 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5101 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5102 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5103 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5104 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5105 };
5106
5107 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5108 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5109 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5111 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5112 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5113 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5114 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5115 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5116 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5117 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5118 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5119 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5120 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5121 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5122 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5123 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5124 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5125 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5126 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5127 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5128 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5129 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5130 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5131 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5132 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5133 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5134 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5135 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5136 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5137 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5138 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5139 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5140 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5141 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5142 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5143 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5144 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5145 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5146 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5147 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5148 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5149 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5150 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5151 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5152 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5153 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5154 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5155 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5156 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5157 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5158 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5159 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5160 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5161 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5162 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5163 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5164 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5165 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5166 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5167 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5168 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5169 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5170 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5171 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5172 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5173 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5174 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5175 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5176 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5177 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5178 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5179 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5180 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5181 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5182 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5183 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5184 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5185 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5186 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5187 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5188 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5189 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5190 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5191 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5192 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5193 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5194 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5195 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5196 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5197 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5198 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5199 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5200 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5201 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5202 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5203 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5204 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5205 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5206 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5207 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5208 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5209 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5210 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5211 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5212 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5213 };
5214
5215 /* Context activation is done by the caller. */
5216 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5217
5218 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5219 {
5220 return shader_priv;
5221 }
5222
5223 static void ffp_free(struct wined3d_device *device) {}
5224
5225 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5226 {
5227 caps->xyzrhw = FALSE;
5228 caps->ffp_generic_attributes = FALSE;
5229 caps->max_active_lights = gl_info->limits.lights;
5230 caps->max_vertex_blend_matrices = 1;
5231 caps->max_vertex_blend_matrix_index = 0;
5232 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5233 | WINED3DVTXPCAPS_MATERIALSOURCE7
5234 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5235 | WINED3DVTXPCAPS_LOCALVIEWER
5236 | WINED3DVTXPCAPS_VERTEXFOG
5237 | WINED3DVTXPCAPS_TEXGEN
5238 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5239 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5240 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
5241 caps->raster_caps = 0;
5242 if (gl_info->supported[NV_FOG_DISTANCE])
5243 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5244 }
5245
5246 static DWORD vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5247 {
5248 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5249 }
5250
5251 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5252 {
5253 ffp_enable,
5254 vp_ffp_get_caps,
5255 vp_ffp_get_emul_mask,
5256 ffp_alloc,
5257 ffp_free,
5258 vp_ffp_states,
5259 };
5260
5261 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5262 {
5263 caps->wined3d_caps = 0;
5264 caps->PrimitiveMiscCaps = 0;
5265 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5266 | WINED3DTEXOPCAPS_ADDSIGNED
5267 | WINED3DTEXOPCAPS_ADDSIGNED2X
5268 | WINED3DTEXOPCAPS_MODULATE
5269 | WINED3DTEXOPCAPS_MODULATE2X
5270 | WINED3DTEXOPCAPS_MODULATE4X
5271 | WINED3DTEXOPCAPS_SELECTARG1
5272 | WINED3DTEXOPCAPS_SELECTARG2
5273 | WINED3DTEXOPCAPS_DISABLE;
5274
5275 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5276 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5277 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5278 {
5279 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5280 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5281 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5282 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5283 | WINED3DTEXOPCAPS_LERP
5284 | WINED3DTEXOPCAPS_SUBTRACT;
5285 }
5286 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5287 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5288 {
5289 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5290 | WINED3DTEXOPCAPS_MULTIPLYADD
5291 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5292 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5293 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5294 }
5295 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5296 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5297
5298 caps->MaxTextureBlendStages = gl_info->limits.textures;
5299 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5300 }
5301
5302 static DWORD ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
5303 {
5304 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5305 }
5306
5307 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5308 {
5309 /* We only support identity conversions. */
5310 return is_identity_fixup(fixup);
5311 }
5312
5313 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5314 {
5315 return TRUE;
5316 }
5317
5318 static void ffp_none_context_free(struct wined3d_context *context)
5319 {
5320 }
5321
5322 const struct fragment_pipeline ffp_fragment_pipeline = {
5323 ffp_enable,
5324 ffp_fragment_get_caps,
5325 ffp_fragment_get_emul_mask,
5326 ffp_alloc,
5327 ffp_free,
5328 ffp_none_context_alloc,
5329 ffp_none_context_free,
5330 ffp_color_fixup_supported,
5331 ffp_fragmentstate_template,
5332 };
5333
5334 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5335
5336 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5337 {
5338 return shader_priv;
5339 }
5340
5341 static void none_free(struct wined3d_device *device) {}
5342
5343 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5344 {
5345 memset(caps, 0, sizeof(*caps));
5346 }
5347
5348 static DWORD vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5349 {
5350 return 0;
5351 }
5352
5353 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5354 {
5355 none_enable,
5356 vp_none_get_caps,
5357 vp_none_get_emul_mask,
5358 none_alloc,
5359 none_free,
5360 NULL,
5361 };
5362
5363 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5364 {
5365 memset(caps, 0, sizeof(*caps));
5366 }
5367
5368 static DWORD fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5369 {
5370 return 0;
5371 }
5372
5373 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5374 {
5375 return is_identity_fixup(fixup);
5376 }
5377
5378 const struct fragment_pipeline none_fragment_pipe =
5379 {
5380 none_enable,
5381 fp_none_get_caps,
5382 fp_none_get_emul_mask,
5383 none_alloc,
5384 none_free,
5385 ffp_none_context_alloc,
5386 ffp_none_context_free,
5387 fp_none_color_fixup_supported,
5388 NULL,
5389 };
5390
5391 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5392 {
5393 unsigned int i;
5394 for(i = 0; funcs[i]; i++);
5395 return i;
5396 }
5397
5398 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5399 {
5400 context->device->multistate_funcs[state_id][0](context, state, state_id);
5401 context->device->multistate_funcs[state_id][1](context, state, state_id);
5402 }
5403
5404 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5405 {
5406 context->device->multistate_funcs[state_id][0](context, state, state_id);
5407 context->device->multistate_funcs[state_id][1](context, state, state_id);
5408 context->device->multistate_funcs[state_id][2](context, state, state_id);
5409 }
5410
5411 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5412 const struct wined3d_d3d_info *d3d_info)
5413 {
5414 unsigned int start, last, i;
5415
5416 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5417 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5418 for (i = start; i <= last; ++i)
5419 {
5420 state_table[i].representative = 0;
5421 state_table[i].apply = state_undefined;
5422 }
5423
5424 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5425 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5426 for (i = start; i <= last; ++i)
5427 {
5428 state_table[i].representative = 0;
5429 state_table[i].apply = state_undefined;
5430 }
5431
5432 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5433 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5434 for (i = start; i <= last; ++i)
5435 {
5436 state_table[i].representative = 0;
5437 state_table[i].apply = state_undefined;
5438 }
5439 }
5440
5441 static void validate_state_table(struct StateEntry *state_table)
5442 {
5443 static const struct
5444 {
5445 DWORD first;
5446 DWORD last;
5447 }
5448 rs_holes[] =
5449 {
5450 { 1, 1},
5451 { 3, 3},
5452 { 17, 18},
5453 { 21, 21},
5454 { 42, 45},
5455 { 47, 47},
5456 { 61, 127},
5457 {149, 150},
5458 {169, 169},
5459 {177, 177},
5460 {196, 197},
5461 { 0, 0},
5462 };
5463 static const DWORD simple_states[] =
5464 {
5465 STATE_MATERIAL,
5466 STATE_VDECL,
5467 STATE_STREAMSRC,
5468 STATE_INDEXBUFFER,
5469 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5470 STATE_SHADER(WINED3D_SHADER_TYPE_HULL),
5471 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN),
5472 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5473 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5474 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
5475 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5476 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL),
5477 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN),
5478 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5479 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5480 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
5481 STATE_COMPUTE_SHADER_RESOURCE_BINDING,
5482 STATE_GRAPHICS_SHADER_RESOURCE_BINDING,
5483 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING,
5484 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING,
5485 STATE_VIEWPORT,
5486 STATE_LIGHT_TYPE,
5487 STATE_SCISSORRECT,
5488 STATE_RASTERIZER,
5489 STATE_POINTSPRITECOORDORIGIN,
5490 STATE_BASEVERTEXINDEX,
5491 STATE_FRAMEBUFFER,
5492 STATE_POINT_ENABLE,
5493 STATE_COLOR_KEY,
5494 STATE_BLEND,
5495 };
5496 unsigned int i, current;
5497
5498 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5499 {
5500 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5501 {
5502 if (!state_table[i].representative)
5503 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5504 }
5505 else if (state_table[i].representative)
5506 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5507
5508 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5509 }
5510
5511 for (i = 0; i < ARRAY_SIZE(simple_states); ++i)
5512 {
5513 if (!state_table[simple_states[i]].representative)
5514 ERR("State %s (%#x) should have a representative.\n",
5515 debug_d3dstate(simple_states[i]), simple_states[i]);
5516 }
5517
5518 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5519 {
5520 DWORD rep = state_table[i].representative;
5521 if (rep)
5522 {
5523 if (state_table[rep].representative != rep)
5524 {
5525 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5526 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5527 state_table[i].representative = 0;
5528 }
5529
5530 if (rep != i)
5531 {
5532 if (state_table[i].apply)
5533 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5534 }
5535 else if (!state_table[i].apply)
5536 {
5537 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5538 }
5539 }
5540 }
5541 }
5542
5543 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5544 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
5545 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
5546 const struct StateEntryTemplate *misc)
5547 {
5548 unsigned int i, type, handlers;
5549 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5550 const struct StateEntryTemplate *cur;
5551 BOOL set[STATE_HIGHEST + 1];
5552
5553 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5554
5555 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5556 StateTable[i].representative = 0;
5557 StateTable[i].apply = state_undefined;
5558 }
5559
5560 for(type = 0; type < 3; type++) {
5561 /* This switch decides the order in which the states are applied */
5562 switch(type) {
5563 case 0: cur = misc; break;
5564 case 1: cur = fragment->states; break;
5565 case 2: cur = vertex->vp_states; break;
5566 default: cur = NULL; /* Stupid compiler */
5567 }
5568 if(!cur) continue;
5569
5570 /* GL extension filtering should not prevent multiple handlers being applied from different
5571 * pipeline parts
5572 */
5573 memset(set, 0, sizeof(set));
5574
5575 for(i = 0; cur[i].state; i++) {
5576 APPLYSTATEFUNC *funcs_array;
5577
5578 /* Only use the first matching state with the available extension from one template.
5579 * e.g.
5580 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5581 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5582 *
5583 * if GL_XYZ_fancy is supported, ignore the 2nd line
5584 */
5585 if(set[cur[i].state]) continue;
5586 /* Skip state lines depending on unsupported extensions */
5587 if (!gl_info->supported[cur[i].extension]) continue;
5588 set[cur[i].state] = TRUE;
5589 /* In some cases having an extension means that nothing has to be
5590 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5591 * supported, the texture coordinate fixup can be ignored. If the
5592 * apply function is used, mark the state set(done above) to prevent
5593 * applying later lines, but do not record anything in the state
5594 * table
5595 */
5596 if (!cur[i].content.representative) continue;
5597
5598 handlers = num_handlers(multistate_funcs[cur[i].state]);
5599 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5600 switch(handlers) {
5601 case 0:
5602 StateTable[cur[i].state].apply = cur[i].content.apply;
5603 break;
5604 case 1:
5605 StateTable[cur[i].state].apply = multistate_apply_2;
5606 if (!(dev_multistate_funcs[cur[i].state] = heap_calloc(2, sizeof(**dev_multistate_funcs))))
5607 goto out_of_mem;
5608
5609 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5610 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5611 break;
5612 case 2:
5613 StateTable[cur[i].state].apply = multistate_apply_3;
5614 if (!(funcs_array = heap_realloc(dev_multistate_funcs[cur[i].state],
5615 sizeof(**dev_multistate_funcs) * 3)))
5616 goto out_of_mem;
5617
5618 dev_multistate_funcs[cur[i].state] = funcs_array;
5619 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5620 break;
5621 default:
5622 ERR("Unexpected amount of state handlers for state %u: %u\n",
5623 cur[i].state, handlers + 1);
5624 }
5625
5626 if (StateTable[cur[i].state].representative
5627 && StateTable[cur[i].state].representative != cur[i].content.representative)
5628 {
5629 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5630 debug_d3dstate(cur[i].state), cur[i].state);
5631 }
5632 StateTable[cur[i].state].representative = cur[i].content.representative;
5633 }
5634 }
5635
5636 prune_invalid_states(StateTable, gl_info, d3d_info);
5637 validate_state_table(StateTable);
5638
5639 return WINED3D_OK;
5640
5641 out_of_mem:
5642 for (i = 0; i <= STATE_HIGHEST; ++i)
5643 {
5644 heap_free(dev_multistate_funcs[i]);
5645 }
5646
5647 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5648
5649 return E_OUTOFMEMORY;
5650 }