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[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 "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
32
33 /* Context activation for state handler is done by the caller. */
34
35 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
36 {
37 ERR("Undefined state.\n");
38 }
39
40 static void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
41 {
42 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
43 }
44
45 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
46 {
47 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
48 const struct wined3d_gl_info *gl_info = context->gl_info;
49
50 switch (mode)
51 {
52 case WINED3D_FILL_POINT:
53 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
54 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
55 break;
56 case WINED3D_FILL_WIREFRAME:
57 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
58 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
59 break;
60 case WINED3D_FILL_SOLID:
61 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
63 break;
64 default:
65 FIXME("Unrecognized fill mode %#x.\n", mode);
66 }
67 }
68
69 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
70 {
71 const struct wined3d_gl_info *gl_info = context->gl_info;
72
73 /* Lighting is not enabled if transformed vertices are drawn, but lighting
74 * does not affect the stream sources, so it is not grouped for
75 * performance reasons. This state reads the decoded vertex declaration,
76 * so if it is dirty don't do anything. The vertex declaration applying
77 * function calls this function for updating. */
78 if (isStateDirty(context, STATE_VDECL))
79 return;
80
81 if (state->render_states[WINED3D_RS_LIGHTING]
82 && !context->stream_info.position_transformed)
83 {
84 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
85 checkGLcall("glEnable GL_LIGHTING");
86 }
87 else
88 {
89 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
90 checkGLcall("glDisable GL_LIGHTING");
91 }
92 }
93
94 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
95 {
96 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
97 const struct wined3d_gl_info *gl_info = context->gl_info;
98 static UINT once;
99
100 /* No z test without depth stencil buffers */
101 if (!state->fb->depth_stencil)
102 {
103 TRACE("No Z buffer - disabling depth test\n");
104 zenable = WINED3D_ZB_FALSE;
105 }
106
107 switch (zenable)
108 {
109 case WINED3D_ZB_FALSE:
110 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
111 checkGLcall("glDisable GL_DEPTH_TEST");
112 break;
113 case WINED3D_ZB_TRUE:
114 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
115 checkGLcall("glEnable GL_DEPTH_TEST");
116 break;
117 case WINED3D_ZB_USEW:
118 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
119 checkGLcall("glEnable GL_DEPTH_TEST");
120 FIXME("W buffer is not well handled\n");
121 break;
122 default:
123 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
124 break;
125 }
126
127 if (context->gl_info->supported[ARB_DEPTH_CLAMP])
128 {
129 if (!zenable && context->stream_info.position_transformed)
130 {
131 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
132 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
133 }
134 else
135 {
136 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
137 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
138 }
139 }
140 else if (!zenable && !once++)
141 FIXME("Z buffer disabled, but ARB_depth_clamp isn't supported.\n");
142 }
143
144 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
145 {
146 const struct wined3d_gl_info *gl_info = context->gl_info;
147
148 /* glFrontFace() is set in context.c at context init and on an
149 * offscreen / onscreen rendering switch. */
150 switch (state->render_states[WINED3D_RS_CULLMODE])
151 {
152 case WINED3D_CULL_NONE:
153 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
154 checkGLcall("glDisable GL_CULL_FACE");
155 break;
156 case WINED3D_CULL_CW:
157 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
158 checkGLcall("glEnable GL_CULL_FACE");
159 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
160 checkGLcall("glCullFace(GL_FRONT)");
161 break;
162 case WINED3D_CULL_CCW:
163 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
164 checkGLcall("glEnable GL_CULL_FACE");
165 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
166 checkGLcall("glCullFace(GL_BACK)");
167 break;
168 default:
169 FIXME("Unrecognized cull mode %#x.\n",
170 state->render_states[WINED3D_RS_CULLMODE]);
171 }
172 }
173
174 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
175 {
176 const struct wined3d_gl_info *gl_info = context->gl_info;
177
178 switch (state->render_states[WINED3D_RS_SHADEMODE])
179 {
180 case WINED3D_SHADE_FLAT:
181 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
182 checkGLcall("glShadeModel(GL_FLAT)");
183 break;
184 case WINED3D_SHADE_GOURAUD:
185 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
186 checkGLcall("glShadeModel(GL_SMOOTH)");
187 break;
188 case WINED3D_SHADE_PHONG:
189 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
190 break;
191 default:
192 FIXME("Unrecognized shade mode %#x.\n",
193 state->render_states[WINED3D_RS_SHADEMODE]);
194 }
195 }
196
197 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
198 {
199 const struct wined3d_gl_info *gl_info = context->gl_info;
200
201 if (state->render_states[WINED3D_RS_DITHERENABLE])
202 {
203 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
204 checkGLcall("glEnable GL_DITHER");
205 }
206 else
207 {
208 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
209 checkGLcall("glDisable GL_DITHER");
210 }
211 }
212
213 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
214 {
215 const struct wined3d_gl_info *gl_info = context->gl_info;
216
217 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
218 {
219 gl_info->gl_ops.gl.p_glDepthMask(1);
220 checkGLcall("glDepthMask(1)");
221 }
222 else
223 {
224 gl_info->gl_ops.gl.p_glDepthMask(0);
225 checkGLcall("glDepthMask(0)");
226 }
227 }
228
229 static GLenum gl_compare_func(enum wined3d_cmp_func f)
230 {
231 switch (f)
232 {
233 case WINED3D_CMP_NEVER:
234 return GL_NEVER;
235 case WINED3D_CMP_LESS:
236 return GL_LESS;
237 case WINED3D_CMP_EQUAL:
238 return GL_EQUAL;
239 case WINED3D_CMP_LESSEQUAL:
240 return GL_LEQUAL;
241 case WINED3D_CMP_GREATER:
242 return GL_GREATER;
243 case WINED3D_CMP_NOTEQUAL:
244 return GL_NOTEQUAL;
245 case WINED3D_CMP_GREATEREQUAL:
246 return GL_GEQUAL;
247 case WINED3D_CMP_ALWAYS:
248 return GL_ALWAYS;
249 default:
250 FIXME("Unrecognized compare function %#x.\n", f);
251 return GL_NONE;
252 }
253 }
254
255 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
256 {
257 GLenum depth_func = gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
258 const struct wined3d_gl_info *gl_info = context->gl_info;
259
260 if (!depth_func) return;
261
262 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
263 checkGLcall("glDepthFunc");
264 }
265
266 void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
267 {
268 const struct wined3d_gl_info *gl_info = context->gl_info;
269 float col[4];
270
271 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
272 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
273 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
274 checkGLcall("glLightModel for MODEL_AMBIENT");
275 }
276
277 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
278 {
279 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
280 }
281
282 static GLenum gl_blend_op(enum wined3d_blend_op op)
283 {
284 switch (op)
285 {
286 case WINED3D_BLEND_OP_ADD:
287 return GL_FUNC_ADD_EXT;
288 case WINED3D_BLEND_OP_SUBTRACT:
289 return GL_FUNC_SUBTRACT_EXT;
290 case WINED3D_BLEND_OP_REVSUBTRACT:
291 return GL_FUNC_REVERSE_SUBTRACT_EXT;
292 case WINED3D_BLEND_OP_MIN:
293 return GL_MIN_EXT;
294 case WINED3D_BLEND_OP_MAX:
295 return GL_MAX_EXT;
296 default:
297 FIXME("Unhandled blend op %#x.\n", op);
298 return GL_NONE;
299 }
300 }
301
302 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
303 {
304 const struct wined3d_gl_info *gl_info = context->gl_info;
305 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
306 GLenum blend_equation = GL_FUNC_ADD_EXT;
307
308 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
309 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
310 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
311 {
312 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
313 return;
314 }
315
316 blend_equation = gl_blend_op(state->render_states[WINED3D_RS_BLENDOP]);
317 blend_equation_alpha = gl_blend_op(state->render_states[WINED3D_RS_BLENDOPALPHA]);
318 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
319
320 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
321 {
322 GL_EXTCALL(glBlendEquationSeparateEXT(blend_equation, blend_equation_alpha));
323 checkGLcall("glBlendEquationSeparateEXT");
324 }
325 else
326 {
327 GL_EXTCALL(glBlendEquationEXT(blend_equation));
328 checkGLcall("glBlendEquation");
329 }
330 }
331
332 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
333 {
334 switch (factor)
335 {
336 case WINED3D_BLEND_ZERO:
337 return GL_ZERO;
338 case WINED3D_BLEND_ONE:
339 return GL_ONE;
340 case WINED3D_BLEND_SRCCOLOR:
341 return GL_SRC_COLOR;
342 case WINED3D_BLEND_INVSRCCOLOR:
343 return GL_ONE_MINUS_SRC_COLOR;
344 case WINED3D_BLEND_SRCALPHA:
345 return GL_SRC_ALPHA;
346 case WINED3D_BLEND_INVSRCALPHA:
347 return GL_ONE_MINUS_SRC_ALPHA;
348 case WINED3D_BLEND_DESTCOLOR:
349 return GL_DST_COLOR;
350 case WINED3D_BLEND_INVDESTCOLOR:
351 return GL_ONE_MINUS_DST_COLOR;
352 /* To compensate for the lack of format switching with backbuffer
353 * offscreen rendering, and with onscreen rendering, we modify the
354 * alpha test parameters for (INV)DESTALPHA if the render target
355 * doesn't support alpha blending. A nonexistent alpha channel
356 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
357 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
358 case WINED3D_BLEND_DESTALPHA:
359 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
360 case WINED3D_BLEND_INVDESTALPHA:
361 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
362 case WINED3D_BLEND_SRCALPHASAT:
363 return GL_SRC_ALPHA_SATURATE;
364 case WINED3D_BLEND_BLENDFACTOR:
365 return GL_CONSTANT_COLOR_EXT;
366 case WINED3D_BLEND_INVBLENDFACTOR:
367 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
368 default:
369 FIXME("Unhandled blend factor %#x.\n", factor);
370 return GL_NONE;
371 }
372 }
373
374 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
375 {
376 const struct wined3d_surface *target = state->fb->render_targets[0];
377 const struct wined3d_gl_info *gl_info = context->gl_info;
378 GLenum srcBlend, dstBlend;
379 enum wined3d_blend d3d_blend;
380
381 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
382 * blending parameters to work. */
383 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]
384 || state->render_states[WINED3D_RS_EDGEANTIALIAS]
385 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
386 {
387 /* Disable blending in all cases even without pixelshaders.
388 * With blending on we could face a big performance penalty.
389 * The d3d9 visual test confirms the behavior. */
390 if (context->render_offscreen
391 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
392 {
393 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
394 checkGLcall("glDisable GL_BLEND");
395 return;
396 }
397 else
398 {
399 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
400 checkGLcall("glEnable GL_BLEND");
401 }
402 }
403 else
404 {
405 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
406 checkGLcall("glDisable GL_BLEND");
407 /* Nothing more to do - get out */
408 return;
409 };
410
411 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
412 * source blending values which are still valid up to d3d9. They should
413 * not occur as dest blend values. */
414 d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
415 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
416 {
417 srcBlend = GL_SRC_ALPHA;
418 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
419 }
420 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
421 {
422 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
423 dstBlend = GL_SRC_ALPHA;
424 }
425 else
426 {
427 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
428 dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND],
429 target->resource.format);
430 }
431
432 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
433 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
434 {
435 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
436 checkGLcall("glEnable(GL_LINE_SMOOTH)");
437 if (srcBlend != GL_SRC_ALPHA)
438 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
439 if (dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE)
440 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
441 }
442 else
443 {
444 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
445 checkGLcall("glDisable(GL_LINE_SMOOTH)");
446 }
447
448 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
449 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
450 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
451
452 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
453 {
454 GLenum srcBlendAlpha, dstBlendAlpha;
455
456 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
457 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
458 {
459 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
460 return;
461 }
462
463 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
464 * source blending values which are still valid up to d3d9. They should
465 * not occur as dest blend values. */
466 d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
467 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
468 {
469 srcBlendAlpha = GL_SRC_ALPHA;
470 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
471 }
472 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
473 {
474 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
475 dstBlendAlpha = GL_SRC_ALPHA;
476 }
477 else
478 {
479 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
480 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA],
481 target->resource.format);
482 }
483
484 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
485 checkGLcall("glBlendFuncSeparateEXT");
486 }
487 else
488 {
489 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
490 gl_info->gl_ops.gl.p_glBlendFunc(srcBlend, dstBlend);
491 checkGLcall("glBlendFunc");
492 }
493
494 /* Colorkey fixup for stage 0 alphaop depends on
495 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
496 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
497 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
498 }
499
500 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
501 {
502 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
503 }
504
505 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
506 {
507 const struct wined3d_gl_info *gl_info = context->gl_info;
508 float col[4];
509
510 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
511
512 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col);
513 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
514 checkGLcall("glBlendColor");
515 }
516
517 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
518 {
519 const struct wined3d_gl_info *gl_info = context->gl_info;
520 int glParm = 0;
521 float ref;
522 BOOL enable_ckey = FALSE;
523
524 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
525
526 /* Find out if the texture on the first stage has a ckey set. The alpha
527 * state func reads the texture settings, even though alpha and texture
528 * are not grouped together. This is to avoid making a huge alpha +
529 * texture + texture stage + ckey block due to the hardly used
530 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
531 * function will call alpha in case it finds some texture + colorkeyenable
532 * combination which needs extra care. */
533 if (state->textures[0] && (state->textures[0]->color_key_flags & WINEDDSD_CKSRCBLT))
534 enable_ckey = TRUE;
535
536 if (enable_ckey || context->last_was_ckey)
537 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
538 context->last_was_ckey = enable_ckey;
539
540 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
541 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
542 {
543 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
544 checkGLcall("glEnable GL_ALPHA_TEST");
545 }
546 else
547 {
548 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
549 checkGLcall("glDisable GL_ALPHA_TEST");
550 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
551 * enable call
552 */
553 return;
554 }
555
556 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
557 {
558 glParm = GL_NOTEQUAL;
559 ref = 0.0f;
560 }
561 else
562 {
563 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
564 glParm = gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
565 }
566 if (glParm)
567 {
568 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
569 checkGLcall("glAlphaFunc");
570 }
571 }
572
573 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
574 {
575 const struct wined3d_gl_info *gl_info = context->gl_info;
576 DWORD enable = 0xffffffff;
577 DWORD disable = 0x00000000;
578
579 if (use_vs(state) && !context->d3d_info->vs_clipping)
580 {
581 static BOOL warned;
582
583 /* The OpenGL spec says that clipping planes are disabled when using
584 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
585 * driver keeps clipping planes activated with shaders in some
586 * conditions I got sick of tracking down. The shader state handler
587 * disables all clip planes because of that - don't do anything here
588 * and keep them disabled. */
589 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
590 FIXME("Clipping not supported with vertex shaders\n");
591 return;
592 }
593
594 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
595 * The enabled / disabled planes are hardcoded into the shader. Update the
596 * shader to update the enabled clipplanes. In case of fixed function, we
597 * need to update the clipping field from ffp_vertex_settings. */
598 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
599
600 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
601 * of already set values
602 */
603
604 /* If enabling / disabling all
605 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
606 */
607 if (state->render_states[WINED3D_RS_CLIPPING])
608 {
609 enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
610 disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
611 }
612 else
613 {
614 disable = 0xffffffff;
615 enable = 0x00;
616 }
617
618 if (enable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE0);
619 if (enable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE1);
620 if (enable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE2);
621 if (enable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE3);
622 if (enable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE4);
623 if (enable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE5);
624 checkGLcall("clip plane enable");
625
626 if (disable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0);
627 if (disable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1);
628 if (disable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2);
629 if (disable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3);
630 if (disable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4);
631 if (disable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5);
632 checkGLcall("clip plane disable");
633 }
634
635 void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
636 {
637 const struct wined3d_gl_info *gl_info = context->gl_info;
638 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
639 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
640 * specular color. This is wrong:
641 * Separate specular color means the specular colour is maintained separately, whereas
642 * single color means it is merged in. However in both cases they are being used to
643 * some extent.
644 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
645 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
646 * running 1.4 yet!
647 *
648 *
649 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
650 * Instead, we need to setup the FinalCombiner properly.
651 *
652 * The default setup for the FinalCombiner is:
653 *
654 * <variable> <input> <mapping> <usage>
655 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
656 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
657 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
658 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
659 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
660 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
661 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
662 *
663 * That's pretty much fine as it is, except for variable B, which needs to take
664 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
665 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
666 */
667
668 TRACE("Setting specular enable state and materials\n");
669 if (state->render_states[WINED3D_RS_SPECULARENABLE])
670 {
671 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
672 checkGLcall("glMaterialfv");
673
674 if (state->material.power > gl_info->limits.shininess)
675 {
676 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
677 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
678 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
679 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
680 * them, it should be safe to do so without major visual distortions.
681 */
682 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
683 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
684 }
685 else
686 {
687 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
688 }
689 checkGLcall("glMaterialf(GL_SHININESS)");
690
691 if (gl_info->supported[EXT_SECONDARY_COLOR])
692 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
693 else
694 TRACE("Specular colors cannot be enabled in this version of opengl\n");
695 checkGLcall("glEnable(GL_COLOR_SUM)");
696
697 if (gl_info->supported[NV_REGISTER_COMBINERS])
698 {
699 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
700 checkGLcall("glFinalCombinerInputNV()");
701 }
702 } else {
703 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
704
705 /* for the case of enabled lighting: */
706 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
707 checkGLcall("glMaterialfv");
708
709 /* for the case of disabled lighting: */
710 if (gl_info->supported[EXT_SECONDARY_COLOR])
711 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
712 else
713 TRACE("Specular colors cannot be disabled in this version of opengl\n");
714 checkGLcall("glDisable(GL_COLOR_SUM)");
715
716 if (gl_info->supported[NV_REGISTER_COMBINERS])
717 {
718 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
719 checkGLcall("glFinalCombinerInputNV()");
720 }
721 }
722
723 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
724 state->material.diffuse.r, state->material.diffuse.g,
725 state->material.diffuse.b, state->material.diffuse.a);
726 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
727 state->material.ambient.r, state->material.ambient.g,
728 state->material.ambient.b, state->material.ambient.a);
729 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
730 state->material.specular.r, state->material.specular.g,
731 state->material.specular.b, state->material.specular.a);
732 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
733 state->material.emissive.r, state->material.emissive.g,
734 state->material.emissive.b, state->material.emissive.a);
735
736 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
737 checkGLcall("glMaterialfv(GL_AMBIENT)");
738 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
739 checkGLcall("glMaterialfv(GL_DIFFUSE)");
740 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
741 checkGLcall("glMaterialfv(GL_EMISSION)");
742 }
743
744 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
745 {
746 const struct wined3d_gl_info *gl_info = context->gl_info;
747 unsigned int i;
748
749 /* Note the texture color applies to all textures whereas
750 * GL_TEXTURE_ENV_COLOR applies to active only. */
751 float col[4];
752 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
753
754 /* And now the default texture color as well */
755 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
756 {
757 /* Note the WINED3D_RS value applies to all textures, but GL has one
758 * per texture, so apply it now ready to be used! */
759 context_active_texture(context, gl_info, i);
760
761 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
762 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
763 }
764 }
765
766 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
767 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
768 {
769 const struct wined3d_gl_info *gl_info = context->gl_info;
770
771 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
772 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
773 GL_EXTCALL(glActiveStencilFaceEXT(face));
774 checkGLcall("glActiveStencilFaceEXT(...)");
775 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
776 checkGLcall("glStencilFunc(...)");
777 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
778 checkGLcall("glStencilOp(...)");
779 }
780
781 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
782 {
783 switch (op)
784 {
785 case WINED3D_STENCIL_OP_KEEP:
786 return GL_KEEP;
787 case WINED3D_STENCIL_OP_ZERO:
788 return GL_ZERO;
789 case WINED3D_STENCIL_OP_REPLACE:
790 return GL_REPLACE;
791 case WINED3D_STENCIL_OP_INCR_SAT:
792 return GL_INCR;
793 case WINED3D_STENCIL_OP_DECR_SAT:
794 return GL_DECR;
795 case WINED3D_STENCIL_OP_INVERT:
796 return GL_INVERT;
797 case WINED3D_STENCIL_OP_INCR:
798 return GL_INCR_WRAP_EXT;
799 case WINED3D_STENCIL_OP_DECR:
800 return GL_DECR_WRAP_EXT;
801 default:
802 FIXME("Unrecognized stencil op %#x.\n", op);
803 return GL_KEEP;
804 }
805 }
806
807 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
808 {
809 const struct wined3d_gl_info *gl_info = context->gl_info;
810 DWORD onesided_enable;
811 DWORD twosided_enable;
812 GLint func;
813 GLint func_ccw;
814 GLint ref;
815 GLuint mask;
816 GLint stencilFail;
817 GLint stencilFail_ccw;
818 GLint stencilPass;
819 GLint stencilPass_ccw;
820 GLint depthFail;
821 GLint depthFail_ccw;
822
823 /* No stencil test without a stencil buffer. */
824 if (!state->fb->depth_stencil)
825 {
826 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
827 checkGLcall("glDisable GL_STENCIL_TEST");
828 return;
829 }
830
831 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
832 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
833 if (!(func = gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
834 func = GL_ALWAYS;
835 if (!(func_ccw = gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
836 func_ccw = GL_ALWAYS;
837 ref = state->render_states[WINED3D_RS_STENCILREF];
838 mask = state->render_states[WINED3D_RS_STENCILMASK];
839 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
840 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
841 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
842 stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
843 depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
844 stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
845
846 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
847 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
848 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
849 onesided_enable, twosided_enable, ref, mask,
850 func, stencilFail, depthFail, stencilPass,
851 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
852
853 if (twosided_enable && onesided_enable)
854 {
855 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
856 checkGLcall("glEnable GL_STENCIL_TEST");
857
858 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
859 {
860 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
861 * which has an effect on the code below too. If we apply the front face
862 * afterwards, we are sure that the active stencil face is set to front,
863 * and other stencil functions which do not use two sided stencil do not have
864 * to set it back
865 */
866 renderstate_stencil_twosided(context, GL_BACK,
867 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
868 renderstate_stencil_twosided(context, GL_FRONT,
869 func, ref, mask, stencilFail, depthFail, stencilPass);
870 }
871 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
872 {
873 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
874 checkGLcall("glStencilFuncSeparateATI(...)");
875 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
876 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
877 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
878 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
879 } else {
880 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
881 }
882 }
883 else if(onesided_enable)
884 {
885 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
886 {
887 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
888 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
889 }
890
891 /* This code disables the ATI extension as well, since the standard stencil functions are equal
892 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
893 */
894 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
895 checkGLcall("glEnable GL_STENCIL_TEST");
896 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
897 checkGLcall("glStencilFunc(...)");
898 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
899 checkGLcall("glStencilOp(...)");
900 }
901 else
902 {
903 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
904 checkGLcall("glDisable GL_STENCIL_TEST");
905 }
906 }
907
908 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
909 {
910 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
911 const struct wined3d_gl_info *gl_info = context->gl_info;
912
913 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
914 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
915 gl_info->gl_ops.gl.p_glStencilMask(mask);
916 checkGLcall("glStencilMask");
917 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
918 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
919 gl_info->gl_ops.gl.p_glStencilMask(mask);
920 }
921
922 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
923 {
924 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
925 const struct wined3d_gl_info *gl_info = context->gl_info;
926
927 gl_info->gl_ops.gl.p_glStencilMask(mask);
928 checkGLcall("glStencilMask");
929 }
930
931 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
932 {
933 const struct wined3d_gl_info *gl_info = context->gl_info;
934
935 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
936
937 if (!state->render_states[WINED3D_RS_FOGENABLE])
938 return;
939
940 /* Table fog on: Never use fog coords, and use per-fragment fog */
941 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
942 {
943 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
944 if (context->fog_coord)
945 {
946 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
947 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
948 context->fog_coord = FALSE;
949 }
950
951 /* Range fog is only used with per-vertex fog in d3d */
952 if (gl_info->supported[NV_FOG_DISTANCE])
953 {
954 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
955 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
956 }
957 return;
958 }
959
960 /* Otherwise use per-vertex fog in any case */
961 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
962
963 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
964 {
965 /* No fog at all, or transformed vertices: Use fog coord */
966 if (!context->fog_coord)
967 {
968 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
969 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
970 context->fog_coord = TRUE;
971 }
972 }
973 else
974 {
975 /* Otherwise, use the fragment depth */
976 if (context->fog_coord)
977 {
978 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
979 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
980 context->fog_coord = FALSE;
981 }
982
983 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
984 {
985 if (gl_info->supported[NV_FOG_DISTANCE])
986 {
987 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
988 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
989 }
990 else
991 {
992 WARN("Range fog enabled, but not supported by this GL implementation.\n");
993 }
994 }
995 else if (gl_info->supported[NV_FOG_DISTANCE])
996 {
997 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
998 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
999 }
1000 }
1001 }
1002
1003 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1004 {
1005 const struct wined3d_gl_info *gl_info = context->gl_info;
1006 float fogstart, fogend;
1007 union {
1008 DWORD d;
1009 float f;
1010 } tmpvalue;
1011
1012 switch(context->fog_source) {
1013 case FOGSOURCE_VS:
1014 fogstart = 1.0f;
1015 fogend = 0.0f;
1016 break;
1017
1018 case FOGSOURCE_COORD:
1019 fogstart = 255.0f;
1020 fogend = 0.0f;
1021 break;
1022
1023 case FOGSOURCE_FFP:
1024 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
1025 fogstart = tmpvalue.f;
1026 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
1027 fogend = tmpvalue.f;
1028 /* Special handling for fogstart == fogend. In d3d with vertex
1029 * fog, everything is fogged. With table fog, everything with
1030 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
1031 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
1032 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE
1033 && fogstart == fogend)
1034 {
1035 fogstart = -INFINITY;
1036 fogend = 0.0f;
1037 }
1038 break;
1039
1040 default:
1041 /* This should not happen.context->fog_source is set in wined3d, not the app.
1042 * Still this is needed to make the compiler happy
1043 */
1044 ERR("Unexpected fog coordinate source\n");
1045 fogstart = 0.0f;
1046 fogend = 0.0f;
1047 }
1048
1049 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1050 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1051 TRACE("Fog Start == %f\n", fogstart);
1052
1053 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1054 checkGLcall("glFogf(GL_FOG_END, fogend)");
1055 TRACE("Fog End == %f\n", fogend);
1056 }
1057
1058 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1059 {
1060 const struct wined3d_gl_info *gl_info = context->gl_info;
1061 enum fogsource new_source;
1062 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1063 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1064
1065 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1066
1067 if (!state->render_states[WINED3D_RS_FOGENABLE])
1068 {
1069 /* No fog? Disable it, and we're done :-) */
1070 glDisableWINE(GL_FOG);
1071 checkGLcall("glDisable GL_FOG");
1072 return;
1073 }
1074
1075 /* Fog Rules:
1076 *
1077 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1078 * It can use the Z value of the vertex, or the alpha component of the specular color.
1079 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1080 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1081 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1082 *
1083 * FOGTABLEMODE != NONE:
1084 * The Z value is used, with the equation specified, no matter what vertex type.
1085 *
1086 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1087 * Per vertex fog is calculated using the specified fog equation and the parameters
1088 *
1089 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1090 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1091 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1092 *
1093 *
1094 * Rules for vertex fog with shaders:
1095 *
1096 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1097 * the fog computation to happen during transformation while openGL expects it to happen
1098 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1099 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1100 * To solve this problem, WineD3D does:
1101 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1102 * shader,
1103 * and 2) disables the fog computation (in either the fixed function or programmable
1104 * rasterizer) if using a vertex program.
1105 *
1106 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1107 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1108 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1109 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1110 * There are some GL differences between specular fog coords and vertex shaders though.
1111 *
1112 * With table fog the vertex shader fog coordinate is ignored.
1113 *
1114 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1115 * without shaders).
1116 */
1117
1118 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1119 * the system will apply only pixel(=table) fog effects."
1120 */
1121 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1122 {
1123 if (use_vs(state))
1124 {
1125 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1126 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1127 new_source = FOGSOURCE_VS;
1128 }
1129 else
1130 {
1131 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1132 {
1133 /* If processed vertices are used, fall through to the NONE case */
1134 case WINED3D_FOG_EXP:
1135 if (!context->last_was_rhw)
1136 {
1137 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1138 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1139 new_source = FOGSOURCE_FFP;
1140 break;
1141 }
1142 /* drop through */
1143
1144 case WINED3D_FOG_EXP2:
1145 if (!context->last_was_rhw)
1146 {
1147 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1148 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1149 new_source = FOGSOURCE_FFP;
1150 break;
1151 }
1152 /* drop through */
1153
1154 case WINED3D_FOG_LINEAR:
1155 if (!context->last_was_rhw)
1156 {
1157 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1158 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1159 new_source = FOGSOURCE_FFP;
1160 break;
1161 }
1162 /* drop through */
1163
1164 case WINED3D_FOG_NONE:
1165 /* Both are none? According to msdn the alpha channel of the specular
1166 * color contains a fog factor. Set it in drawStridedSlow.
1167 * Same happens with Vertexfog on transformed vertices
1168 */
1169 new_source = FOGSOURCE_COORD;
1170 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1171 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1172 break;
1173
1174 default:
1175 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1176 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1177 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1178 }
1179 }
1180 } else {
1181 new_source = FOGSOURCE_FFP;
1182
1183 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1184 {
1185 case WINED3D_FOG_EXP:
1186 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1187 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1188 break;
1189
1190 case WINED3D_FOG_EXP2:
1191 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1192 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1193 break;
1194
1195 case WINED3D_FOG_LINEAR:
1196 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1197 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1198 break;
1199
1200 case WINED3D_FOG_NONE: /* Won't happen */
1201 default:
1202 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1203 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1204 }
1205 }
1206
1207 glEnableWINE(GL_FOG);
1208 checkGLcall("glEnable GL_FOG");
1209 if (new_source != context->fog_source || fogstart == fogend)
1210 {
1211 context->fog_source = new_source;
1212 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1213 }
1214 }
1215
1216 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1217 {
1218 const struct wined3d_gl_info *gl_info = context->gl_info;
1219 float col[4];
1220
1221 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
1222 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &col[0]);
1223 checkGLcall("glFog GL_FOG_COLOR");
1224 }
1225
1226 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1227 {
1228 const struct wined3d_gl_info *gl_info = context->gl_info;
1229 union {
1230 DWORD d;
1231 float f;
1232 } tmpvalue;
1233
1234 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1235 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1236 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1237 }
1238
1239 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1240 {
1241 const struct wined3d_gl_info *gl_info = context->gl_info;
1242 GLenum Parm = 0;
1243
1244 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1245 * The vertex declaration will call this function if the fixed function pipeline is used.
1246 */
1247
1248 if(isStateDirty(context, STATE_VDECL)) {
1249 return;
1250 }
1251
1252 context->num_untracked_materials = 0;
1253 if ((context->stream_info.use_map & (1 << WINED3D_FFP_DIFFUSE))
1254 && state->render_states[WINED3D_RS_COLORVERTEX])
1255 {
1256 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1257 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1258 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1259 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1260 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1261
1262 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1263 {
1264 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1265 Parm = GL_AMBIENT_AND_DIFFUSE;
1266 else
1267 Parm = GL_DIFFUSE;
1268 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1269 {
1270 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1271 context->num_untracked_materials++;
1272 }
1273 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1274 {
1275 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1276 context->num_untracked_materials++;
1277 }
1278 }
1279 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1280 {
1281 Parm = GL_AMBIENT;
1282 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1283 {
1284 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1285 context->num_untracked_materials++;
1286 }
1287 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1288 {
1289 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1290 context->num_untracked_materials++;
1291 }
1292 }
1293 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1294 {
1295 Parm = GL_EMISSION;
1296 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1297 {
1298 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1299 context->num_untracked_materials++;
1300 }
1301 }
1302 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1303 {
1304 Parm = GL_SPECULAR;
1305 }
1306 }
1307
1308 /* Nothing changed, return. */
1309 if (Parm == context->tracking_parm) return;
1310
1311 if (!Parm)
1312 {
1313 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1314 checkGLcall("glDisable GL_COLOR_MATERIAL");
1315 }
1316 else
1317 {
1318 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1319 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1320 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1321 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1322 }
1323
1324 /* Apparently calls to glMaterialfv are ignored for properties we're
1325 * tracking with glColorMaterial, so apply those here. */
1326 switch (context->tracking_parm)
1327 {
1328 case GL_AMBIENT_AND_DIFFUSE:
1329 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1330 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1331 checkGLcall("glMaterialfv");
1332 break;
1333
1334 case GL_DIFFUSE:
1335 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1336 checkGLcall("glMaterialfv");
1337 break;
1338
1339 case GL_AMBIENT:
1340 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1341 checkGLcall("glMaterialfv");
1342 break;
1343
1344 case GL_EMISSION:
1345 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1346 checkGLcall("glMaterialfv");
1347 break;
1348
1349 case GL_SPECULAR:
1350 /* Only change material color if specular is enabled, otherwise it is set to black */
1351 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1352 {
1353 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1354 checkGLcall("glMaterialfv");
1355 }
1356 else
1357 {
1358 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1359 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1360 checkGLcall("glMaterialfv");
1361 }
1362 break;
1363 }
1364
1365 context->tracking_parm = Parm;
1366 }
1367
1368 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1369 {
1370 const struct wined3d_gl_info *gl_info = context->gl_info;
1371 union
1372 {
1373 DWORD d;
1374 struct wined3d_line_pattern lp;
1375 } tmppattern;
1376 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1377
1378 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1379
1380 if (tmppattern.lp.repeat_factor)
1381 {
1382 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1383 checkGLcall("glLineStipple(repeat, linepattern)");
1384 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1385 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1386 }
1387 else
1388 {
1389 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1390 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1391 }
1392 }
1393
1394 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1395 {
1396 const struct wined3d_gl_info *gl_info = context->gl_info;
1397
1398 if (isStateDirty(context, STATE_VDECL))
1399 return;
1400
1401 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1402 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1403 * by zero and is not properly defined in opengl, so avoid it
1404 */
1405 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1406 && (context->stream_info.use_map & (1 << WINED3D_FFP_NORMAL)))
1407 {
1408 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1409 checkGLcall("glEnable(GL_NORMALIZE);");
1410 }
1411 else
1412 {
1413 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1414 checkGLcall("glDisable(GL_NORMALIZE);");
1415 }
1416 }
1417
1418 void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1419 {
1420 union {
1421 DWORD d;
1422 float f;
1423 } tmpvalue;
1424
1425 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1426 if (tmpvalue.f != 1.0f)
1427 {
1428 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1429 }
1430 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1431 if (tmpvalue.f != 64.0f)
1432 {
1433 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1434 }
1435
1436 }
1437
1438 void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1439 {
1440 const struct wined3d_gl_info *gl_info = context->gl_info;
1441 union
1442 {
1443 DWORD d;
1444 float f;
1445 } min, max;
1446
1447 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1448 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1449
1450 /* Max point size trumps min point size */
1451 if(min.f > max.f) {
1452 min.f = max.f;
1453 }
1454
1455 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1456 checkGLcall("glPointParameterfEXT(...)");
1457 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1458 checkGLcall("glPointParameterfEXT(...)");
1459 }
1460
1461 void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1462 {
1463 const struct wined3d_gl_info *gl_info = context->gl_info;
1464 union
1465 {
1466 DWORD d;
1467 float f;
1468 } min, max;
1469
1470 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1471 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1472
1473 /* Max point size trumps min point size */
1474 if(min.f > max.f) {
1475 min.f = max.f;
1476 }
1477
1478 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1479 checkGLcall("glPointParameterfARB(...)");
1480 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1481 checkGLcall("glPointParameterfARB(...)");
1482 }
1483
1484 void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1485 {
1486 const struct wined3d_gl_info *gl_info = context->gl_info;
1487 /* TODO: Group this with the viewport */
1488 /*
1489 * POINTSCALEENABLE controls how point size value is treated. If set to
1490 * true, the point size is scaled with respect to height of viewport.
1491 * When set to false point size is in pixels.
1492 */
1493
1494 /* Default values */
1495 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1496 union {
1497 DWORD d;
1498 float f;
1499 } pointSize, A, B, C;
1500
1501 pointSize.d = state->render_states[WINED3D_RS_POINTSIZE];
1502 A.d = state->render_states[WINED3D_RS_POINTSCALE_A];
1503 B.d = state->render_states[WINED3D_RS_POINTSCALE_B];
1504 C.d = state->render_states[WINED3D_RS_POINTSCALE_C];
1505
1506 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1507 {
1508 DWORD h = state->viewport.height;
1509 GLfloat scaleFactor;
1510
1511 if (pointSize.f < gl_info->limits.pointsize_min)
1512 {
1513 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1514 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1515 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1516 * are less than 1.0f. scale_factor = 1.0f / point_size.
1517 */
1518 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1519 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1520 * is 1.0, but then accepts points below that and draws too small points
1521 */
1522 pointSize.f = gl_info->limits.pointsize_min;
1523 }
1524 else if(pointSize.f > gl_info->limits.pointsize_max)
1525 {
1526 /* gl already scales the input to glPointSize,
1527 * d3d scales the result after the point size scale.
1528 * If the point size is bigger than the max size, use the
1529 * scaling to scale it bigger, and set the gl point size to max
1530 */
1531 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1532 TRACE("scale: %f\n", scaleFactor);
1533 pointSize.f = gl_info->limits.pointsize_max;
1534 } else {
1535 scaleFactor = 1.0f;
1536 }
1537 scaleFactor = powf(h * scaleFactor, 2);
1538
1539 att[0] = A.f / scaleFactor;
1540 att[1] = B.f / scaleFactor;
1541 att[2] = C.f / scaleFactor;
1542 }
1543
1544 if (gl_info->supported[ARB_POINT_PARAMETERS])
1545 {
1546 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1547 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1548 }
1549 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1550 {
1551 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1552 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1553 }
1554 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1555 {
1556 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1557 }
1558
1559 gl_info->gl_ops.gl.p_glPointSize(pointSize.f);
1560 checkGLcall("glPointSize(...);");
1561 }
1562
1563 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1564 {
1565 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1566 }
1567
1568 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1569 {
1570 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1571 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1572 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1573 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1574 const struct wined3d_gl_info *gl_info = context->gl_info;
1575
1576 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1577 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1578 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1579 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1580 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1581 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1582 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1583 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1584 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1585 checkGLcall("glColorMask(...)");
1586
1587 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1588 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1589 {
1590 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1591 mask0, mask1, mask2, mask3);
1592 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1593 }
1594 }
1595
1596 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1597 {
1598 GL_EXTCALL(glColorMaskIndexedEXT(index,
1599 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1600 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1601 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1602 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1603 }
1604
1605 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1606 {
1607 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1608 }
1609
1610 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1611 {
1612 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1613 }
1614
1615 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1616 {
1617 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1618 }
1619
1620 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1621 {
1622 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1623 }
1624
1625 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1626 {
1627 const struct wined3d_gl_info *gl_info = context->gl_info;
1628
1629 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1630 {
1631 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1632 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1633 }
1634 else
1635 {
1636 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1637 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1638 }
1639 }
1640
1641 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1642 {
1643 if (state->render_states[WINED3D_RS_LASTPIXEL])
1644 {
1645 TRACE("Last Pixel Drawing Enabled\n");
1646 }
1647 else
1648 {
1649 static BOOL warned;
1650 if (!warned) {
1651 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1652 warned = TRUE;
1653 } else {
1654 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1655 }
1656 }
1657 }
1658
1659 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1660 {
1661 static BOOL warned;
1662
1663 /* TODO: NV_POINT_SPRITE */
1664 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1665 {
1666 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1667 FIXME("Point sprites not supported\n");
1668 warned = TRUE;
1669 }
1670 }
1671
1672 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1673 {
1674 const struct wined3d_gl_info *gl_info = context->gl_info;
1675
1676 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1677 {
1678 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1679 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1680 }
1681 else
1682 {
1683 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1684 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1685 }
1686 }
1687
1688 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1689 {
1690 if (state->render_states[WINED3D_RS_WRAP0]
1691 || state->render_states[WINED3D_RS_WRAP1]
1692 || state->render_states[WINED3D_RS_WRAP2]
1693 || state->render_states[WINED3D_RS_WRAP3]
1694 || state->render_states[WINED3D_RS_WRAP4]
1695 || state->render_states[WINED3D_RS_WRAP5]
1696 || state->render_states[WINED3D_RS_WRAP6]
1697 || state->render_states[WINED3D_RS_WRAP7]
1698 || state->render_states[WINED3D_RS_WRAP8]
1699 || state->render_states[WINED3D_RS_WRAP9]
1700 || state->render_states[WINED3D_RS_WRAP10]
1701 || state->render_states[WINED3D_RS_WRAP11]
1702 || state->render_states[WINED3D_RS_WRAP12]
1703 || state->render_states[WINED3D_RS_WRAP13]
1704 || state->render_states[WINED3D_RS_WRAP14]
1705 || state->render_states[WINED3D_RS_WRAP15])
1706 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1707 }
1708
1709 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1710 {
1711 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1712 WARN("Multisample antialiasing not supported by GL.\n");
1713 }
1714
1715 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1716 {
1717 const struct wined3d_gl_info *gl_info = context->gl_info;
1718
1719 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1720 {
1721 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1722 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1723 }
1724 else
1725 {
1726 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1727 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1728 }
1729 }
1730
1731 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1732 {
1733 const struct wined3d_gl_info *gl_info = context->gl_info;
1734
1735 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1736 {
1737 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1738 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1739 }
1740 else
1741 {
1742 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1743 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1744 }
1745 }
1746
1747 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1748 * OpenGL the bias is specified in units of "the smallest value that is
1749 * guaranteed to produce a resolvable offset for a given implementation". To
1750 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1751 * There's no practical way to retrieve that value from a given GL
1752 * implementation, but the D3D application has essentially the same problem,
1753 * which makes a guess of the depth buffer format's highest possible value a
1754 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1755 * depth slope, and doesn't need to be scaled. */
1756 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1757 {
1758 const struct wined3d_gl_info *gl_info = context->gl_info;
1759
1760 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1761 || state->render_states[WINED3D_RS_DEPTHBIAS])
1762 {
1763 const struct wined3d_surface *depth = state->fb->depth_stencil;
1764 float scale;
1765
1766 union
1767 {
1768 DWORD d;
1769 float f;
1770 } scale_bias, const_bias;
1771
1772 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1773 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1774
1775 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1776 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1777
1778 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1779 {
1780 float bias = -(float)const_bias.d;
1781 gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
1782 checkGLcall("glPolygonOffset");
1783 }
1784 else
1785 {
1786 if (depth)
1787 {
1788 const struct wined3d_format *fmt = depth->resource.format;
1789 scale = powf(2, fmt->depth_size) - 1;
1790 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1791 debug_d3dformat(fmt->id), scale);
1792 }
1793 else
1794 {
1795 /* The context manager will reapply this state on a depth stencil change */
1796 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1797 scale = 0.0f;
1798 }
1799
1800 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1801 checkGLcall("glPolygonOffset(...)");
1802 }
1803 }
1804 else
1805 {
1806 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1807 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1808 }
1809 }
1810
1811 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1812 {
1813 if (state->render_states[WINED3D_RS_ZVISIBLE])
1814 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1815 }
1816
1817 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1818 {
1819 const struct wined3d_gl_info *gl_info = context->gl_info;
1820
1821 if (state->render_states[WINED3D_RS_TEXTUREPERSPECTIVE])
1822 {
1823 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1824 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1825 }
1826 else
1827 {
1828 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1829 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1830 }
1831 }
1832
1833 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1834 {
1835 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1836 FIXME("Stippled Alpha not supported yet.\n");
1837 }
1838
1839 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1840 {
1841 if (state->render_states[WINED3D_RS_ANTIALIAS])
1842 FIXME("Antialias not supported yet.\n");
1843 }
1844
1845 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1846 {
1847 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1848 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1849 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1850 }
1851
1852 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1853 {
1854 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1855 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1856 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1857 }
1858
1859 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1860 {
1861 union {
1862 DWORD d;
1863 float f;
1864 } tmpvalue;
1865 tmpvalue.f = 1.0f;
1866
1867 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1868 {
1869 static BOOL displayed = FALSE;
1870
1871 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1872 if(!displayed)
1873 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1874
1875 displayed = TRUE;
1876 }
1877 }
1878
1879 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1880 {
1881 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1882 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1883 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1884 }
1885
1886 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1887 {
1888 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1889 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1890 state->render_states[WINED3D_RS_NORMALDEGREE]);
1891 }
1892
1893 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1894 {
1895 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1896 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1897 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1898 }
1899
1900 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1901 {
1902 union {
1903 DWORD d;
1904 float f;
1905 } zmin, zmax;
1906
1907 const struct wined3d_gl_info *gl_info = context->gl_info;
1908
1909 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1910 {
1911 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1912 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1913
1914 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1915 * In d3d9 test is not performed in this case*/
1916 if (zmin.f <= zmax.f)
1917 {
1918 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1919 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1920 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1921 checkGLcall("glDepthBoundsEXT(...)");
1922 }
1923 else
1924 {
1925 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1926 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1927 }
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 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1936 }
1937
1938 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1939 {
1940 if (state->render_states[WINED3D_RS_WRAPU])
1941 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1942 }
1943
1944 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1945 {
1946 if (state->render_states[WINED3D_RS_WRAPV])
1947 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1948 }
1949
1950 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1951 {
1952 if (state->render_states[WINED3D_RS_MONOENABLE])
1953 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1954 }
1955
1956 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1957 {
1958 if (state->render_states[WINED3D_RS_ROP2])
1959 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1960 }
1961
1962 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1963 {
1964 if (state->render_states[WINED3D_RS_PLANEMASK])
1965 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1966 }
1967
1968 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1969 {
1970 if (state->render_states[WINED3D_RS_SUBPIXEL])
1971 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1972 }
1973
1974 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1975 {
1976 if (state->render_states[WINED3D_RS_SUBPIXELX])
1977 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1978 }
1979
1980 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1981 {
1982 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1983 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1984 }
1985
1986 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1987 {
1988 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1989 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1990 }
1991
1992 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1993 {
1994 if (state->render_states[WINED3D_RS_ANISOTROPY])
1995 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1996 }
1997
1998 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1999 {
2000 if (state->render_states[WINED3D_RS_FLUSHBATCH])
2001 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2002 }
2003
2004 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2005 {
2006 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2007 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2008 }
2009
2010 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2011 {
2012 if (state->render_states[WINED3D_RS_EXTENTS])
2013 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2014 }
2015
2016 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2017 {
2018 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2019 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2020 }
2021
2022 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2023 {
2024 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2025 FIXME("Software vertex processing not implemented.\n");
2026 }
2027
2028 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2029 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2030 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2031 * flag specifies the complement of the input should be used. */
2032 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2033 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2034
2035 /* Calculate the operand */
2036 if (complement) {
2037 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2038 else *operand = GL_ONE_MINUS_SRC_COLOR;
2039 } else {
2040 if (from_alpha) *operand = GL_SRC_ALPHA;
2041 else *operand = GL_SRC_COLOR;
2042 }
2043
2044 /* Calculate the source */
2045 switch (arg & WINED3DTA_SELECTMASK) {
2046 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2047 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2048 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2049 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2050 case WINED3DTA_SPECULAR:
2051 /*
2052 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2053 * 'Secondary color' and isn't supported until base GL supports it
2054 * There is no concept of temp registers as far as I can tell
2055 */
2056 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2057 *source = GL_TEXTURE;
2058 break;
2059 default:
2060 FIXME("Unrecognized texture arg %#x\n", arg);
2061 *source = GL_TEXTURE;
2062 break;
2063 }
2064 }
2065
2066 /* Setup the texture operations texture stage states */
2067 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2068 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2069 {
2070 GLenum src1, src2, src3;
2071 GLenum opr1, opr2, opr3;
2072 GLenum comb_target;
2073 GLenum src0_target, src1_target, src2_target;
2074 GLenum opr0_target, opr1_target, opr2_target;
2075 GLenum scal_target;
2076 GLenum opr=0, invopr, src3_target, opr3_target;
2077 BOOL Handled = FALSE;
2078
2079 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2080
2081 /* Operations usually involve two args, src0 and src1 and are operations
2082 * of the form (a1 <operation> a2). However, some of the more complex
2083 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2084 * Microsoft added in a third parameter called a0. Therefore these are
2085 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2086 * parameter goes to the front.
2087 *
2088 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2089 * actual functions below, expect their syntax to differ slightly to those
2090 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2091 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2092
2093 if (isAlpha)
2094 {
2095 comb_target = GL_COMBINE_ALPHA;
2096 src0_target = GL_SOURCE0_ALPHA;
2097 src1_target = GL_SOURCE1_ALPHA;
2098 src2_target = GL_SOURCE2_ALPHA;
2099 opr0_target = GL_OPERAND0_ALPHA;
2100 opr1_target = GL_OPERAND1_ALPHA;
2101 opr2_target = GL_OPERAND2_ALPHA;
2102 scal_target = GL_ALPHA_SCALE;
2103 }
2104 else
2105 {
2106 comb_target = GL_COMBINE_RGB;
2107 src0_target = GL_SOURCE0_RGB;
2108 src1_target = GL_SOURCE1_RGB;
2109 src2_target = GL_SOURCE2_RGB;
2110 opr0_target = GL_OPERAND0_RGB;
2111 opr1_target = GL_OPERAND1_RGB;
2112 opr2_target = GL_OPERAND2_RGB;
2113 scal_target = GL_RGB_SCALE;
2114 }
2115
2116 /* If a texture stage references an invalid texture unit the stage just
2117 * passes through the result from the previous stage */
2118 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2119 {
2120 arg1 = WINED3DTA_CURRENT;
2121 op = WINED3D_TOP_SELECT_ARG1;
2122 }
2123
2124 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2125 {
2126 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2127 } else {
2128 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2129 }
2130 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2131 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2132
2133 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2134
2135 Handled = TRUE; /* Assume will be handled */
2136
2137 /* Other texture operations require special extensions: */
2138 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2139 {
2140 if (isAlpha) {
2141 opr = GL_SRC_ALPHA;
2142 invopr = GL_ONE_MINUS_SRC_ALPHA;
2143 src3_target = GL_SOURCE3_ALPHA_NV;
2144 opr3_target = GL_OPERAND3_ALPHA_NV;
2145 } else {
2146 opr = GL_SRC_COLOR;
2147 invopr = GL_ONE_MINUS_SRC_COLOR;
2148 src3_target = GL_SOURCE3_RGB_NV;
2149 opr3_target = GL_OPERAND3_RGB_NV;
2150 }
2151 switch (op)
2152 {
2153 case WINED3D_TOP_DISABLE: /* Only for alpha */
2154 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2155 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2156 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2157 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2158 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2159 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2160 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2161 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2162 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2163 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2164 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2165 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2166 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2167 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2168 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2169 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2170 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2171 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2172 break;
2173
2174 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2175 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2176 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2177 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2178 if (op == WINED3D_TOP_SELECT_ARG1)
2179 {
2180 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2181 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2182 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2183 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2184 }
2185 else
2186 {
2187 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2188 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2189 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2190 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2191 }
2192 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2193 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2194 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2195 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2196 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2197 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2198 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2199 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2200 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2201 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2202 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2203 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2204 break;
2205
2206 case WINED3D_TOP_MODULATE:
2207 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2208 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2209 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2210 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2211 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2212 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2213 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2214 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2215 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2216 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2217 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2218 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2219 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2220 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2221 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2222 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2223 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2224 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2225 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2226 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2227 break;
2228 case WINED3D_TOP_MODULATE_2X:
2229 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2230 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2231 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2232 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2233 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2234 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2235 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2236 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2237 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2238 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2239 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2240 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2241 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2242 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2243 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2244 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2245 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2246 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2247 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2248 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2249 break;
2250 case WINED3D_TOP_MODULATE_4X:
2251 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2252 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2254 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2255 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2256 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2257 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2258 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2259 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2260 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2261 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2262 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2263 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2264 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2265 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2266 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2268 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2269 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2270 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2271 break;
2272
2273 case WINED3D_TOP_ADD:
2274 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2275 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2276 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2277 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2278 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2279 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2280 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2281 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2282 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2283 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2284 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2285 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2286 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2287 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2288 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2289 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2290 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2291 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2292 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2293 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2294 break;
2295
2296 case WINED3D_TOP_ADD_SIGNED:
2297 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2298 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2299 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2300 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2301 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2302 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2303 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2304 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2305 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2306 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2307 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2308 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2309 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2310 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2311 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2312 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2314 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2315 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2316 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2317 break;
2318
2319 case WINED3D_TOP_ADD_SIGNED_2X:
2320 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2321 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2322 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2323 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2324 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2325 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2326 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2327 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2328 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2329 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2330 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2331 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2332 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2333 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2335 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2337 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2339 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2340 break;
2341
2342 case WINED3D_TOP_ADD_SMOOTH:
2343 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2344 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2345 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2346 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2347 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2348 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2349 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2350 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2351 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2352 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2353 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2354 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2355 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2356 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2357 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2358 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2359 switch (opr1) {
2360 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2361 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2362 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2363 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2364 }
2365 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2366 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2368 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2369 break;
2370
2371 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2372 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2373 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2374 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2375 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2376 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2377 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2378 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2379 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2380 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2381 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2383 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2385 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2387 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2389 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2391 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2392 break;
2393 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2394 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2395 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2397 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2399 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2401 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2403 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2404 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2405 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2407 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2409 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2411 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2412 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2413 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2414 break;
2415 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2416 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2417 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2418 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2419 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2420 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2421 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2423 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2424 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2425 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2426 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2427 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2429 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2431 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2433 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2435 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2436 break;
2437 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2438 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2439 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2441 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2442 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2443 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2445 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2446 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2447 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2449 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2451 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2453 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2455 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2456 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2457 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2458 break;
2459 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2460 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2461 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2463 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2464 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2465 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2466 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2467 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2468 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2469 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2470 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2471 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2472 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2473 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2474 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2475 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2476 switch (opr) {
2477 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2478 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2479 }
2480 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2481 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2482 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2483 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2484 break;
2485 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2486 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2487 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2488 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2489 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2490 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2491 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2492 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2493 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2494 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2495 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2496 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2497 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2498 switch (opr1) {
2499 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2500 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2501 }
2502 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2503 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2504 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2505 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2506 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2507 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2508 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2509 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2510 break;
2511 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2513 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2515 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2516 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2517 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2519 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2521 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2523 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2525 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2526 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2527 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2528 switch (opr1) {
2529 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2530 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2531 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2532 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2533 }
2534 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2535 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2536 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2537 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2538 break;
2539 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2540 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2541 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2542 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2543 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2544 switch (opr1) {
2545 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2546 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2547 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2548 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2549 }
2550 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2551 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2552 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2553 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2554 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2555 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2556 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2557 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2558 switch (opr1) {
2559 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2560 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2561 }
2562 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2563 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2564 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2565 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2566 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2567 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2568 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2569 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2570 break;
2571 case WINED3D_TOP_MULTIPLY_ADD:
2572 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2573 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2574 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2575 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2576 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2577 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2578 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2579 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2580 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2581 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2582 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2583 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2584 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2585 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2586 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2587 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2588 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2589 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2590 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2591 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2592 break;
2593
2594 case WINED3D_TOP_BUMPENVMAP:
2595 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2596 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2597 Handled = FALSE;
2598 break;
2599
2600 default:
2601 Handled = FALSE;
2602 }
2603 if (Handled)
2604 {
2605 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2606 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2607
2608 return;
2609 }
2610 } /* GL_NV_texture_env_combine4 */
2611
2612 Handled = TRUE; /* Again, assume handled */
2613 switch (op) {
2614 case WINED3D_TOP_DISABLE: /* Only for alpha */
2615 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2616 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2617 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2618 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2619 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2620 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2621 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2622 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2623 break;
2624 case WINED3D_TOP_SELECT_ARG1:
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, src1);
2628 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2630 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
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_ARG2:
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, src2);
2638 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2640 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
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_MODULATE:
2645 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2646 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2648 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2650 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2652 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2654 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2655 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2656 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2657 break;
2658 case WINED3D_TOP_MODULATE_2X:
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2660 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2662 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2664 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2666 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2668 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2670 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2671 break;
2672 case WINED3D_TOP_MODULATE_4X:
2673 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2674 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2676 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2677 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2678 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2679 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2680 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2682 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2683 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2684 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2685 break;
2686 case WINED3D_TOP_ADD:
2687 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2688 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2690 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2691 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2692 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2693 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2694 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2695 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2696 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2697 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2698 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2699 break;
2700 case WINED3D_TOP_ADD_SIGNED:
2701 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2702 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2704 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2705 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2706 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2708 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2710 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2711 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2712 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2713 break;
2714 case WINED3D_TOP_ADD_SIGNED_2X:
2715 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2716 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2718 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2719 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2720 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2722 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2723 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2724 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2725 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2726 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2727 break;
2728 case WINED3D_TOP_SUBTRACT:
2729 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2730 {
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2732 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2734 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2735 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2736 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2737 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2738 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2739 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2740 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2741 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2742 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2743 } else {
2744 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2745 }
2746 break;
2747
2748 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2749 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2750 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2751 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2752 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2753 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2754 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2755 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2756 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2757 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2758 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2759 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2760 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2761 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2762 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2763 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2764 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2765 break;
2766 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2767 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2768 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2770 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2771 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2772 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2773 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2774 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2775 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2776 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2777 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2778 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2779 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2780 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2781 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2782 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2783 break;
2784 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2785 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2786 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2788 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2789 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2790 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2791 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2792 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2794 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2795 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2796 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2797 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2798 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2799 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2800 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2801 break;
2802 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2803 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2804 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2805 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2806 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2807 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2808 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2809 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2810 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2811 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2812 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2813 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2814 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2815 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2816 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2817 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2818 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2819 break;
2820 case WINED3D_TOP_DOTPRODUCT3:
2821 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2822 {
2823 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2824 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2825 }
2826 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2827 {
2828 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2829 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2830 } else {
2831 FIXME("This version of opengl does not support GL_DOT3\n");
2832 }
2833 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2834 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2835 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2836 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2837 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2838 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2839 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2840 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2841 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2842 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2843 break;
2844 case WINED3D_TOP_LERP:
2845 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2846 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2847 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2848 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2849 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2850 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2851 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2852 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2853 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2854 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2855 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2856 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2857 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2858 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2859 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2860 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2861 break;
2862 case WINED3D_TOP_ADD_SMOOTH:
2863 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2864 {
2865 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2866 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2867 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2868 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2869 switch (opr1) {
2870 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2871 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2872 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2873 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2874 }
2875 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2876 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2877 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2878 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2879 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2880 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2881 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2882 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2883 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2884 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2885 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2886 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2887 } else
2888 Handled = FALSE;
2889 break;
2890 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2891 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2892 {
2893 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2894 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2895 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2896 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2897 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2898 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2899 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2900 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2901 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2902 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2903 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2904 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2905 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2906 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2907 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2908 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2909 } else
2910 Handled = FALSE;
2911 break;
2912 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2913 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2914 {
2915 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2916 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2917 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2918 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2919 switch (opr1) {
2920 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2921 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2922 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2923 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2924 }
2925 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2926 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2927 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2928 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2929 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2930 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2931 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2932 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2933 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2934 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2935 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2936 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2937 } else
2938 Handled = FALSE;
2939 break;
2940 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2941 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2942 {
2943 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2944 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2945 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2946 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2947 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2948 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2949 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2950 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2951 switch (opr1) {
2952 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2953 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2954 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2955 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2956 }
2957 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2958 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2959 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2960 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2961 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2962 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2963 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2964 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2965 } else
2966 Handled = FALSE;
2967 break;
2968 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2969 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2970 {
2971 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2972 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2973 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2974 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2975 switch (opr1) {
2976 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2977 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2978 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2979 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2980 }
2981 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2982 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2983 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2984 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2985 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2986 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2987 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2988 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2989 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2990 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2991 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2992 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2993 } else
2994 Handled = FALSE;
2995 break;
2996 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2997 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2998 {
2999 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3000 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3001 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3002 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3003 switch (opr1) {
3004 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3005 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3006 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3007 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3008 }
3009 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3010 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3011 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3012 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3013 switch (opr1) {
3014 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3015 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3016 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3017 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3018 }
3019 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3020 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3021 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3022 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3023 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3024 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3025 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3026 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3027 } else
3028 Handled = FALSE;
3029 break;
3030 case WINED3D_TOP_MULTIPLY_ADD:
3031 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3032 {
3033 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3034 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3035 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3036 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3037 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3038 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3039 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3040 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3041 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3042 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3043 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3044 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3045 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3046 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3047 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3048 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3049 } else
3050 Handled = FALSE;
3051 break;
3052 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3053 case WINED3D_TOP_BUMPENVMAP:
3054 if (gl_info->supported[NV_TEXTURE_SHADER2])
3055 {
3056 /* Technically texture shader support without register combiners is possible, but not expected to occur
3057 * on real world cards, so for now a fixme should be enough
3058 */
3059 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3060 }
3061 Handled = FALSE;
3062 break;
3063
3064 default:
3065 Handled = FALSE;
3066 }
3067
3068 if (Handled) {
3069 BOOL combineOK = TRUE;
3070 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3071 {
3072 DWORD op2;
3073
3074 if (isAlpha)
3075 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3076 else
3077 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3078
3079 /* Note: If COMBINE4 in effect can't go back to combine! */
3080 switch (op2)
3081 {
3082 case WINED3D_TOP_ADD_SMOOTH:
3083 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3084 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3085 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3086 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3087 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3088 case WINED3D_TOP_MULTIPLY_ADD:
3089 /* Ignore those implemented in both cases */
3090 switch (op)
3091 {
3092 case WINED3D_TOP_SELECT_ARG1:
3093 case WINED3D_TOP_SELECT_ARG2:
3094 combineOK = FALSE;
3095 Handled = FALSE;
3096 break;
3097 default:
3098 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3099 return;
3100 }
3101 }
3102 }
3103
3104 if (combineOK)
3105 {
3106 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3107 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3108
3109 return;
3110 }
3111 }
3112
3113 /* After all the extensions, if still unhandled, report fixme */
3114 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3115 }
3116
3117
3118 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3119 {
3120 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3121 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3122 DWORD mapped_stage = context->tex_unit_map[stage];
3123 const struct wined3d_gl_info *gl_info = context->gl_info;
3124
3125 TRACE("Setting color op for stage %d\n", stage);
3126
3127 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3128 if (use_ps(state)) return;
3129
3130 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3131
3132 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3133 {
3134 if (tex_used && mapped_stage >= gl_info->limits.textures)
3135 {
3136 FIXME("Attempt to enable unsupported stage!\n");
3137 return;
3138 }
3139 context_active_texture(context, gl_info, mapped_stage);
3140 }
3141
3142 if (stage >= context->lowest_disabled_stage)
3143 {
3144 TRACE("Stage disabled\n");
3145 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3146 {
3147 /* Disable everything here */
3148 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3149 checkGLcall("glDisable(GL_TEXTURE_2D)");
3150 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3151 checkGLcall("glDisable(GL_TEXTURE_3D)");
3152 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3153 {
3154 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3155 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3156 }
3157 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3158 {
3159 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3160 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3161 }
3162 }
3163 /* All done */
3164 return;
3165 }
3166
3167 /* The sampler will also activate the correct texture dimensions, so no
3168 * need to do it here if the sampler for this stage is dirty. */
3169 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3170 texture_activate_dimensions(state->textures[stage], gl_info);
3171
3172 set_tex_op(gl_info, state, FALSE, stage,
3173 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3174 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3175 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3176 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3177 }
3178
3179 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3180 {
3181 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3182 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3183 DWORD mapped_stage = context->tex_unit_map[stage];
3184 const struct wined3d_gl_info *gl_info = context->gl_info;
3185 DWORD op, arg1, arg2, arg0;
3186
3187 TRACE("Setting alpha op for stage %d\n", stage);
3188 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3189 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3190 {
3191 if (tex_used && mapped_stage >= gl_info->limits.textures)
3192 {
3193 FIXME("Attempt to enable unsupported stage!\n");
3194 return;
3195 }
3196 context_active_texture(context, gl_info, mapped_stage);
3197 }
3198
3199 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3200 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3201 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3202 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3203
3204 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3205 {
3206 struct wined3d_texture *texture = state->textures[0];
3207 GLenum texture_dimensions = texture->target;
3208
3209 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3210 {
3211 if (texture->color_key_flags & WINEDDSD_CKSRCBLT && !texture->resource.format->alpha_size)
3212 {
3213 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3214 * properly. On the other hand applications can still use texture combiners apparently. This code
3215 * takes care that apps cannot remove the texture's alpha channel entirely.
3216 *
3217 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3218 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3219 * and alpha component of diffuse color to draw things like translucent text and perform other
3220 * blending effects.
3221 *
3222 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3223 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3224 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3225 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3226 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3227 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3228 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3229 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3230 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3231 * alpha.
3232 *
3233 * What to do with multitexturing? So far no app has been found that uses color keying with
3234 * multitexturing */
3235 if (op == WINED3D_TOP_DISABLE)
3236 {
3237 arg1 = WINED3DTA_TEXTURE;
3238 op = WINED3D_TOP_SELECT_ARG1;
3239 }
3240 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3241 {
3242 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3243 {
3244 arg2 = WINED3DTA_TEXTURE;
3245 op = WINED3D_TOP_MODULATE;
3246 }
3247 else arg1 = WINED3DTA_TEXTURE;
3248 }
3249 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3250 {
3251 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3252 {
3253 arg1 = WINED3DTA_TEXTURE;
3254 op = WINED3D_TOP_MODULATE;
3255 }
3256 else arg2 = WINED3DTA_TEXTURE;
3257 }
3258 }
3259 }
3260 }
3261
3262 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3263 * this if block here, and the other code(color keying, texture unit selection) are the same
3264 */
3265 TRACE("Setting alpha op for stage %d\n", stage);
3266 if (gl_info->supported[NV_REGISTER_COMBINERS])
3267 {
3268 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3269 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3270 }
3271 else
3272 {
3273 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3274 }
3275 }
3276
3277 void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3278 {
3279 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3280 const struct wined3d_device *device = context->swapchain->device;
3281 const struct wined3d_gl_info *gl_info = context->gl_info;
3282 DWORD mapped_stage = context->tex_unit_map[texUnit];
3283 BOOL generated;
3284 int coordIdx;
3285
3286 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3287 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3288 {
3289 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3290 return;
3291 }
3292
3293 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3294 if (mapped_stage >= gl_info->limits.textures) return;
3295
3296 context_active_texture(context, gl_info, mapped_stage);
3297 generated = (state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3298 coordIdx = min(state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff], MAX_TEXTURES - 1);
3299
3300 set_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + texUnit].u.m[0][0],
3301 state->texture_states[texUnit][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3302 generated, context->last_was_rhw,
3303 context->stream_info.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3304 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3305 : WINED3DFMT_UNKNOWN,
3306 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv));
3307
3308 /* The sampler applying function calls us if this changes */
3309 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3310 {
3311 if(generated) {
3312 FIXME("Non-power2 texture being used with generated texture coords\n");
3313 }
3314 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3315 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3316 if (!use_ps(state))
3317 {
3318 TRACE("Non power two matrix multiply fixup\n");
3319 gl_info->gl_ops.gl.p_glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3320 }
3321 }
3322 }
3323
3324 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3325 {
3326 unsigned int texture_idx;
3327
3328 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3329 {
3330 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3331 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3332 }
3333 }
3334
3335 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3336 GLuint *curVBO, const struct wined3d_state *state)
3337 {
3338 const struct wined3d_gl_info *gl_info = context->gl_info;
3339 unsigned int mapped_stage = 0;
3340 unsigned int textureNo = 0;
3341
3342 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3343 {
3344 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3345
3346 mapped_stage = context->tex_unit_map[textureNo];
3347 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3348
3349 if (mapped_stage >= gl_info->limits.texture_coords)
3350 {
3351 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3352 continue;
3353 }
3354
3355 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3356 {
3357 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3358
3359 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3360 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3361
3362 if (*curVBO != e->data.buffer_object)
3363 {
3364 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
3365 checkGLcall("glBindBufferARB");
3366 *curVBO = e->data.buffer_object;
3367 }
3368
3369 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3370 checkGLcall("glClientActiveTextureARB");
3371
3372 /* The coords to supply depend completely on the fvf / vertex shader */
3373 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3374 e->data.addr + state->load_base_vertex_index * e->stride);
3375 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3376 }
3377 else
3378 {
3379 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3380 }
3381 }
3382 if (gl_info->supported[NV_REGISTER_COMBINERS])
3383 {
3384 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3385 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3386 {
3387 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3388 }
3389 }
3390
3391 checkGLcall("loadTexCoords");
3392 }
3393
3394 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3395 {
3396 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3397 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3398 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3399 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3400 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3401 const struct wined3d_gl_info *gl_info = context->gl_info;
3402 DWORD mapped_stage = context->tex_unit_map[stage];
3403
3404 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3405 {
3406 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3407 return;
3408 }
3409
3410 if (mapped_stage >= gl_info->limits.fragment_samplers)
3411 {
3412 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3413 return;
3414 }
3415 context_active_texture(context, gl_info, mapped_stage);
3416
3417 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3418 *
3419 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3420 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3421 * means use the vertex position (camera-space) as the input texture coordinates
3422 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3423 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3424 * to the TEXCOORDINDEX value
3425 */
3426 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3427 {
3428 case WINED3DTSS_TCI_PASSTHRU:
3429 /* Use the specified texture coordinates contained within the
3430 * vertex format. This value resolves to zero. */
3431 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3432 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3433 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3434 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3435 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3436 break;
3437
3438 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3439 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3440 * as the input texture coordinates for this stage's texture transformation. This
3441 * equates roughly to EYE_LINEAR */
3442
3443 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3444 gl_info->gl_ops.gl.p_glPushMatrix();
3445 gl_info->gl_ops.gl.p_glLoadIdentity();
3446 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3447 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3448 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3449 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3450 gl_info->gl_ops.gl.p_glPopMatrix();
3451 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3452
3453 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3454 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3455 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3456 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3457
3458 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3459 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3460 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3461 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3462
3463 break;
3464
3465 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3466 /* Note that NV_TEXGEN_REFLECTION support is implied when
3467 * ARB_TEXTURE_CUBE_MAP is supported */
3468 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3469 {
3470 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3471 break;
3472 }
3473
3474 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3475 gl_info->gl_ops.gl.p_glPushMatrix();
3476 gl_info->gl_ops.gl.p_glLoadIdentity();
3477 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3478 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3479 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3480 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3481 gl_info->gl_ops.gl.p_glPopMatrix();
3482 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3483
3484 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3485 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3486 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3487 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3488
3489 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3490 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3491 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3492 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3493
3494 break;
3495
3496 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3497 /* Note that NV_TEXGEN_REFLECTION support is implied when
3498 * ARB_TEXTURE_CUBE_MAP is supported */
3499 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3500 {
3501 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3502 break;
3503 }
3504
3505 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3506 gl_info->gl_ops.gl.p_glPushMatrix();
3507 gl_info->gl_ops.gl.p_glLoadIdentity();
3508 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3509 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3510 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3511 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3512 gl_info->gl_ops.gl.p_glPopMatrix();
3513 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3514
3515 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3516 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3517 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3518 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3519
3520 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3521 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3522 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3523 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3524
3525 break;
3526
3527 case WINED3DTSS_TCI_SPHEREMAP:
3528 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3529 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3530 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3531
3532 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3533 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3534 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3535 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3536
3537 break;
3538
3539 default:
3540 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3541 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3542 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3543 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3544 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3545 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3546 checkGLcall("Disable texgen.");
3547
3548 break;
3549 }
3550
3551 /* Update the texture matrix. */
3552 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3553 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3554
3555 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3556 {
3557 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3558 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3559 * and do all the things linked to it
3560 * TODO: Tidy that up to reload only the arrays of the changed unit
3561 */
3562 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3563
3564 unload_tex_coords(gl_info);
3565 load_tex_coords(context, &context->stream_info, &curVBO, state);
3566 }
3567 }
3568
3569 void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3570 {
3571 const DWORD sampler = state_id - STATE_SAMPLER(0);
3572 const struct wined3d_texture *texture = state->textures[sampler];
3573
3574 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3575
3576 if(!texture) return;
3577 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3578 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3579 * scaling is reapplied or removed, the texture matrix has to be reapplied
3580 *
3581 * The mapped stage is already active because the sampler() function below, which is part of the
3582 * misc pipeline
3583 */
3584 if (sampler < MAX_TEXTURES)
3585 {
3586 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3587
3588 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3589 {
3590 if (texIsPow2)
3591 context->lastWasPow2Texture |= 1 << sampler;
3592 else
3593 context->lastWasPow2Texture &= ~(1 << sampler);
3594
3595 transform_texture(context, state,
3596 STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3597 }
3598 }
3599 }
3600
3601 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3602 {
3603 DWORD sampler = state_id - STATE_SAMPLER(0);
3604 DWORD mapped_stage = context->tex_unit_map[sampler];
3605 const struct wined3d_gl_info *gl_info = context->gl_info;
3606 union {
3607 float f;
3608 DWORD d;
3609 } tmpvalue;
3610
3611 TRACE("Sampler: %d\n", sampler);
3612 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3613 * only has to bind textures and set the per texture states
3614 */
3615
3616 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3617 {
3618 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3619 return;
3620 }
3621
3622 if (mapped_stage >= gl_info->limits.combined_samplers)
3623 {
3624 return;
3625 }
3626 context_active_texture(context, gl_info, mapped_stage);
3627
3628 if (state->textures[sampler])
3629 {
3630 struct wined3d_texture *texture = state->textures[sampler];
3631 BOOL srgb = state->sampler_states[sampler][WINED3D_SAMP_SRGB_TEXTURE];
3632
3633 wined3d_texture_bind(texture, context, srgb);
3634 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3635
3636 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3637 {
3638 tmpvalue.d = state->sampler_states[sampler][WINED3D_SAMP_MIPMAP_LOD_BIAS];
3639 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3640 GL_TEXTURE_LOD_BIAS_EXT, tmpvalue.f);
3641 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3642 }
3643
3644 if (!use_ps(state) && sampler < context->lowest_disabled_stage)
3645 {
3646 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler)
3647 {
3648 /* If color keying is enabled update the alpha test, it
3649 * depends on the existence of a color key in stage 0. */
3650 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3651 }
3652 }
3653
3654 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3655 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3656 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3657 }
3658 else
3659 {
3660 if (sampler < context->lowest_disabled_stage)
3661 {
3662 /* TODO: What should I do with pixel shaders here ??? */
3663 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler)
3664 {
3665 /* If color keying is enabled update the alpha test, it
3666 * depends on the existence of a color key in stage 0. */
3667 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3668 }
3669 } /* Otherwise tex_colorop disables the stage */
3670 context_bind_texture(context, GL_NONE, 0);
3671 }
3672 }
3673
3674 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3675 {
3676 unsigned int i;
3677
3678 if (use_ps(state))
3679 {
3680 if (!context->last_was_pshader)
3681 {
3682 /* Former draw without a pixel shader, some samplers may be
3683 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3684 * make sure to enable them. */
3685 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3686 {
3687 if (!isStateDirty(context, STATE_SAMPLER(i)))
3688 sampler(context, state, STATE_SAMPLER(i));
3689 }
3690 context->last_was_pshader = TRUE;
3691 }
3692 else
3693 {
3694 /* Otherwise all samplers were activated by the code above in
3695 * earlier draws, or by sampler() if a different texture was
3696 * bound. I don't have to do anything. */
3697 }
3698 }
3699 else
3700 {
3701 /* Disabled the pixel shader - color ops weren't applied while it was
3702 * enabled, so re-apply them. */
3703 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3704 {
3705 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3706 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3707 }
3708 context->last_was_pshader = FALSE;
3709 }
3710
3711 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
3712 }
3713
3714 static void state_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3715 {
3716 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_GEOMETRY;
3717 }
3718
3719 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3720 {
3721 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3722 }
3723
3724 void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3725 {
3726 const struct wined3d_gl_info *gl_info = context->gl_info;
3727
3728 /* This function is called by transform_view below if the view matrix was changed too
3729 *
3730 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3731 * does not always update the world matrix, only on a switch between transformed
3732 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3733 * draw, but that should be rather rare and cheaper in total.
3734 */
3735 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3736 checkGLcall("glMatrixMode");
3737
3738 if (context->last_was_rhw)
3739 {
3740 gl_info->gl_ops.gl.p_glLoadIdentity();
3741 checkGLcall("glLoadIdentity()");
3742 }
3743 else
3744 {
3745 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3746 checkGLcall("glLoadMatrixf");
3747 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]);
3748 checkGLcall("glMultMatrixf");
3749 }
3750 }
3751
3752 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3753 {
3754 const struct wined3d_gl_info *gl_info = context->gl_info;
3755 UINT index = state_id - STATE_CLIPPLANE(0);
3756 GLdouble plane[4];
3757
3758 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes)
3759 return;
3760
3761 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3762 gl_info->gl_ops.gl.p_glPushMatrix();
3763
3764 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3765 if (!use_vs(state))
3766 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3767 else
3768 /* With vertex shaders, clip planes are not transformed in Direct3D,
3769 * while in OpenGL they are still transformed by the model view matix. */
3770 gl_info->gl_ops.gl.p_glLoadIdentity();
3771
3772 plane[0] = state->clip_planes[index].x;
3773 plane[1] = state->clip_planes[index].y;
3774 plane[2] = state->clip_planes[index].z;
3775 plane[3] = state->clip_planes[index].w;
3776
3777 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3778 plane[0], plane[1], plane[2], plane[3]);
3779 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3780 checkGLcall("glClipPlane");
3781
3782 gl_info->gl_ops.gl.p_glPopMatrix();
3783 }
3784
3785 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3786 {
3787 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3788 const struct wined3d_gl_info *gl_info = context->gl_info;
3789 GLenum glMat;
3790
3791 TRACE("Setting world matrix %d\n", matrix);
3792
3793 if (matrix >= gl_info->limits.blends)
3794 {
3795 WARN("Unsupported blend matrix set\n");
3796 return;
3797 }
3798
3799 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3800 return;
3801
3802 /* GL_MODELVIEW0_ARB: 0x1700
3803 * GL_MODELVIEW1_ARB: 0x850a
3804 * GL_MODELVIEW2_ARB: 0x8722
3805 * GL_MODELVIEW3_ARB: 0x8723
3806 * etc
3807 * GL_MODELVIEW31_ARB: 0x873f
3808 */
3809 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3810 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3811
3812 gl_info->gl_ops.gl.p_glMatrixMode(glMat);
3813 checkGLcall("glMatrixMode(glMat)");
3814
3815 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3816 * matrices while gl uses only 2. To avoid weighting the view matrix
3817 * incorrectly it has to be multiplied into every GL modelview matrix. */
3818 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3819 checkGLcall("glLoadMatrixf");
3820 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]);
3821 checkGLcall("glMultMatrixf");
3822 }
3823
3824 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3825 {
3826 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3827 static unsigned int once;
3828
3829 if (f == WINED3D_VBF_DISABLE)
3830 return;
3831
3832 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3833 else WARN("Vertex blend flags %#x not supported.\n", f);
3834 }
3835
3836 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3837 {
3838 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3839 struct wined3d_device *device = context->swapchain->device;
3840 const struct wined3d_gl_info *gl_info = context->gl_info;
3841 static unsigned int once;
3842
3843 switch (val)
3844 {
3845 case WINED3D_VBF_1WEIGHTS:
3846 case WINED3D_VBF_2WEIGHTS:
3847 case WINED3D_VBF_3WEIGHTS:
3848 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
3849 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3850
3851 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3852 * This is enabled at context creation with enabling
3853 * GL_WEIGHT_SUM_UNITY_ARB. */
3854 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3855
3856 if (!device->vertexBlendUsed)
3857 {
3858 unsigned int i;
3859 for (i = 1; i < gl_info->limits.blends; ++i)
3860 {
3861 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3862 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3863 }
3864 device->vertexBlendUsed = TRUE;
3865 }
3866 break;
3867
3868 case WINED3D_VBF_TWEENING:
3869 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3870 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3871 else WARN("Vertex blend flags %#x not supported.\n", val);
3872 /* Fall through. */
3873 case WINED3D_VBF_DISABLE:
3874 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
3875 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3876 break;
3877 }
3878 }
3879
3880 void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3881 {
3882 const struct wined3d_gl_info *gl_info = context->gl_info;
3883 const struct wined3d_light_info *light = NULL;
3884 unsigned int k;
3885
3886 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3887 * NOTE: We have to reset the positions even if the light/plane is not currently
3888 * enabled, since the call to enable it will not reset the position.
3889 * NOTE2: Apparently texture transforms do NOT need reapplying
3890 */
3891
3892 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3893 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3894 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3895 checkGLcall("glLoadMatrixf(...)");
3896
3897 /* Reset lights. TODO: Call light apply func */
3898 for (k = 0; k < gl_info->limits.lights; ++k)
3899 {
3900 if (!(light = state->lights[k]))
3901 continue;
3902 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3903 checkGLcall("glLightfv posn");
3904 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3905 checkGLcall("glLightfv dirn");
3906 }
3907
3908 /* Reset Clipping Planes */
3909 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3910 {
3911 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3912 clipplane(context, state, STATE_CLIPPLANE(k));
3913 }
3914
3915 if (context->last_was_rhw)
3916 {
3917 gl_info->gl_ops.gl.p_glLoadIdentity();
3918 checkGLcall("glLoadIdentity()");
3919 /* No need to update the world matrix, the identity is fine */
3920 return;
3921 }
3922
3923 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3924 * No need to do it here if the state is scheduled for update. */
3925 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3926 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3927
3928 /* Avoid looping over a number of matrices if the app never used the functionality */
3929 if (context->swapchain->device->vertexBlendUsed)
3930 {
3931 for (k = 1; k < gl_info->limits.blends; ++k)
3932 {
3933 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
3934 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
3935 }
3936 }
3937 }
3938
3939 void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3940 {
3941 const struct wined3d_gl_info *gl_info = context->gl_info;
3942
3943 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3944 checkGLcall("glMatrixMode(GL_PROJECTION)");
3945
3946 /* There are a couple of additional things we have to take into account
3947 * here besides the projection transformation itself:
3948 * - We need to flip along the y-axis in case of offscreen rendering.
3949 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3950 * - D3D coordinates refer to pixel centers while GL coordinates refer
3951 * to pixel corners.
3952 * - D3D has a top-left filling convention. We need to maintain this
3953 * even after the y-flip mentioned above.
3954 * In order to handle the last two points, we translate by
3955 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3956 * translating slightly less than half a pixel. We want the difference to
3957 * be large enough that it doesn't get lost due to rounding inside the
3958 * driver, but small enough to prevent it from interfering with any
3959 * anti-aliasing. */
3960
3961 if (context->last_was_rhw)
3962 {
3963 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3964 double x = state->viewport.x;
3965 double y = state->viewport.y;
3966 double w = state->viewport.width;
3967 double h = state->viewport.height;
3968 double x_scale = 2.0 / w;
3969 double x_offset = ((63.0 / 64.0) - (2.0 * x) - w) / w;
3970 double y_scale = context->render_offscreen ? 2.0 / h : 2.0 / -h;
3971 double y_offset = context->render_offscreen
3972 ? ((63.0 / 64.0) - (2.0 * y) - h) / h
3973 : ((63.0 / 64.0) - (2.0 * y) - h) / -h;
3974 const GLdouble projection[] =
3975 {
3976 x_scale, 0.0, 0.0, 0.0,
3977 0.0, y_scale, 0.0, 0.0,
3978 0.0, 0.0, 2.0, 0.0,
3979 x_offset, y_offset, -1.0, 1.0,
3980 };
3981
3982 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
3983 checkGLcall("glLoadMatrixd");
3984 }
3985 else
3986 {
3987 double y_scale = context->render_offscreen ? -1.0 : 1.0;
3988 double x_offset = (63.0 / 64.0) / state->viewport.width;
3989 double y_offset = context->render_offscreen
3990 ? (63.0 / 64.0) / state->viewport.height
3991 : -(63.0 / 64.0) / state->viewport.height;
3992 const GLdouble projection[] =
3993 {
3994 1.0, 0.0, 0.0, 0.0,
3995 0.0, y_scale, 0.0, 0.0,
3996 0.0, 0.0, 2.0, 0.0,
3997 x_offset, y_offset, -1.0, 1.0,
3998 };
3999
4000 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
4001 checkGLcall("glLoadMatrixd");
4002
4003 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_PROJECTION].u.m[0][0]);
4004 checkGLcall("glLoadMatrixf");
4005 }
4006 }
4007
4008 /* This should match any arrays loaded in load_vertex_data.
4009 * TODO: Only load / unload arrays if we have to. */
4010 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
4011 {
4012 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
4013 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
4014 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
4015 if (gl_info->supported[EXT_SECONDARY_COLOR])
4016 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4017 if (gl_info->supported[ARB_VERTEX_BLEND])
4018 gl_info->gl_ops.gl.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4019 unload_tex_coords(gl_info);
4020 }
4021
4022 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4023 {
4024 const struct wined3d_gl_info *gl_info = context->gl_info;
4025
4026 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4027 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4028 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4029 GL_EXTCALL(glVertexAttribDivisorARB(i, 0));
4030
4031 context->numbered_array_mask &= ~(1 << i);
4032 }
4033
4034 /* This should match any arrays loaded in loadNumberedArrays
4035 * TODO: Only load / unload arrays if we have to. */
4036 static void unload_numbered_arrays(struct wined3d_context *context)
4037 {
4038 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4039 int i;
4040
4041 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
4042 unload_numbered_array(context, i);
4043 }
4044 }
4045
4046 static void load_numbered_arrays(struct wined3d_context *context,
4047 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4048 {
4049 const struct wined3d_gl_info *gl_info = context->gl_info;
4050 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4051 int i;
4052
4053 /* Default to no instancing */
4054 context->instance_count = 0;
4055
4056 for (i = 0; i < MAX_ATTRIBS; i++)
4057 {
4058 const struct wined3d_stream_state *stream;
4059
4060 if (!(stream_info->use_map & (1 << i)))
4061 {
4062 if (context->numbered_array_mask & (1 << i))
4063 unload_numbered_array(context, i);
4064 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.input_registers & (1 << i))
4065 GL_EXTCALL(glVertexAttrib4fARB(i, 0.0f, 0.0f, 0.0f, 0.0f));
4066 continue;
4067 }
4068
4069 stream = &state->streams[stream_info->elements[i].stream_idx];
4070
4071 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4072 {
4073 if (!context->instance_count)
4074 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
4075
4076 if (!gl_info->supported[ARB_INSTANCED_ARRAYS])
4077 {
4078 /* Unload instanced arrays, they will be loaded using
4079 * immediate mode instead. */
4080 if (context->numbered_array_mask & (1 << i))
4081 unload_numbered_array(context, i);
4082 continue;
4083 }
4084
4085 GL_EXTCALL(glVertexAttribDivisorARB(i, 1));
4086 }
4087 else if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4088 {
4089 GL_EXTCALL(glVertexAttribDivisorARB(i, 0));
4090 }
4091
4092 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4093
4094 if (stream_info->elements[i].stride)
4095 {
4096 if (curVBO != stream_info->elements[i].data.buffer_object)
4097 {
4098 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
4099 checkGLcall("glBindBufferARB");
4100 curVBO = stream_info->elements[i].data.buffer_object;
4101 }
4102 /* Use the VBO to find out if a vertex buffer exists, not the vb
4103 * pointer. vb can point to a user pointer data blob. In that case
4104 * curVBO will be 0. If there is a vertex buffer but no vbo we
4105 * won't be load converted attributes anyway. */
4106 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4107 stream_info->elements[i].format->gl_vtx_type,
4108 stream_info->elements[i].format->gl_normalized,
4109 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4110 + state->load_base_vertex_index * stream_info->elements[i].stride));
4111
4112 if (!(context->numbered_array_mask & (1 << i)))
4113 {
4114 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4115 context->numbered_array_mask |= (1 << i);
4116 }
4117 }
4118 else
4119 {
4120 /* Stride = 0 means always the same values.
4121 * glVertexAttribPointerARB doesn't do that. Instead disable the
4122 * pointer and set up the attribute statically. But we have to
4123 * figure out the system memory address. */
4124 const BYTE *ptr = stream_info->elements[i].data.addr;
4125 if (stream_info->elements[i].data.buffer_object)
4126 {
4127 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context);
4128 }
4129
4130 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4131
4132 switch (stream_info->elements[i].format->id)
4133 {
4134 case WINED3DFMT_R32_FLOAT:
4135 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4136 break;
4137 case WINED3DFMT_R32G32_FLOAT:
4138 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4139 break;
4140 case WINED3DFMT_R32G32B32_FLOAT:
4141 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4142 break;
4143 case WINED3DFMT_R32G32B32A32_FLOAT:
4144 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4145 break;
4146
4147 case WINED3DFMT_R8G8B8A8_UINT:
4148 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4149 break;
4150 case WINED3DFMT_B8G8R8A8_UNORM:
4151 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4152 {
4153 const DWORD *src = (const DWORD *)ptr;
4154 DWORD c = *src & 0xff00ff00;
4155 c |= (*src & 0xff0000) >> 16;
4156 c |= (*src & 0xff) << 16;
4157 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4158 break;
4159 }
4160 /* else fallthrough */
4161 case WINED3DFMT_R8G8B8A8_UNORM:
4162 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4163 break;
4164
4165 case WINED3DFMT_R16G16_SINT:
4166 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4167 break;
4168 case WINED3DFMT_R16G16B16A16_SINT:
4169 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4170 break;
4171
4172 case WINED3DFMT_R16G16_SNORM:
4173 {
4174 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4175 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4176 break;
4177 }
4178 case WINED3DFMT_R16G16_UNORM:
4179 {
4180 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4181 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4182 break;
4183 }
4184 case WINED3DFMT_R16G16B16A16_SNORM:
4185 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4186 break;
4187 case WINED3DFMT_R16G16B16A16_UNORM:
4188 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4189 break;
4190
4191 case WINED3DFMT_R10G10B10A2_UINT:
4192 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4193 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4194 break;
4195 case WINED3DFMT_R10G10B10A2_SNORM:
4196 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4197 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4198 break;
4199
4200 case WINED3DFMT_R16G16_FLOAT:
4201 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4202 * byte float according to the IEEE standard
4203 */
4204 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4205 break;
4206 case WINED3DFMT_R16G16B16A16_FLOAT:
4207 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4208 break;
4209
4210 default:
4211 ERR("Unexpected declaration in stride 0 attributes\n");
4212 break;
4213
4214 }
4215 }
4216 }
4217 checkGLcall("Loading numbered arrays");
4218 }
4219
4220 static void load_vertex_data(struct wined3d_context *context,
4221 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4222 {
4223 const struct wined3d_gl_info *gl_info = context->gl_info;
4224 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4225 const struct wined3d_stream_info_element *e;
4226
4227 TRACE("Using fast vertex array code\n");
4228
4229 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4230 context->instance_count = 0;
4231
4232 /* Blend Data ---------------------------------------------- */
4233 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4234 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4235 {
4236 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4237
4238 if (gl_info->supported[ARB_VERTEX_BLEND])
4239 {
4240 TRACE("Blend %u %p %u\n", e->format->component_count,
4241 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4242
4243 gl_info->gl_ops.gl.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4244 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4245
4246 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4247
4248 if (curVBO != e->data.buffer_object)
4249 {
4250 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4251 checkGLcall("glBindBufferARB");
4252 curVBO = e->data.buffer_object;
4253 }
4254
4255 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4256 e->format->gl_vtx_format,
4257 e->format->gl_vtx_type,
4258 e->stride,
4259 e->data.addr + state->load_base_vertex_index * e->stride);
4260 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4261 e->data.addr + state->load_base_vertex_index * e->stride));
4262
4263 checkGLcall("glWeightPointerARB");
4264
4265 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4266 {
4267 static BOOL warned;
4268 if (!warned)
4269 {
4270 FIXME("blendMatrixIndices support\n");
4271 warned = TRUE;
4272 }
4273 }
4274 } else {
4275 /* TODO: support blends in drawStridedSlow
4276 * No need to write a FIXME here, this is done after the general vertex decl decoding
4277 */
4278 WARN("unsupported blending in openGl\n");
4279 }
4280 }
4281 else
4282 {
4283 if (gl_info->supported[ARB_VERTEX_BLEND])
4284 {
4285 static const GLbyte one = 1;
4286 GL_EXTCALL(glWeightbvARB(1, &one));
4287 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4288 }
4289 }
4290
4291 /* Point Size ----------------------------------------------*/
4292 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4293 {
4294 /* no such functionality in the fixed function GL pipeline */
4295 TRACE("Cannot change ptSize here in openGl\n");
4296 /* TODO: Implement this function in using shaders if they are available */
4297 }
4298
4299 /* Vertex Pointers -----------------------------------------*/
4300 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4301 {
4302 e = &si->elements[WINED3D_FFP_POSITION];
4303
4304 if (curVBO != e->data.buffer_object)
4305 {
4306 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4307 checkGLcall("glBindBufferARB");
4308 curVBO = e->data.buffer_object;
4309 }
4310
4311 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4312 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4313 e->data.addr + state->load_base_vertex_index * e->stride);
4314 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4315 e->data.addr + state->load_base_vertex_index * e->stride);
4316 checkGLcall("glVertexPointer(...)");
4317 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
4318 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4319 }
4320
4321 /* Normals -------------------------------------------------*/
4322 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4323 {
4324 e = &si->elements[WINED3D_FFP_NORMAL];
4325
4326 if (curVBO != e->data.buffer_object)
4327 {
4328 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4329 checkGLcall("glBindBufferARB");
4330 curVBO = e->data.buffer_object;
4331 }
4332
4333 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4334 e->data.addr + state->load_base_vertex_index * e->stride);
4335 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
4336 e->data.addr + state->load_base_vertex_index * e->stride);
4337 checkGLcall("glNormalPointer(...)");
4338 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
4339 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4340
4341 }
4342 else
4343 {
4344 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
4345 checkGLcall("glNormal3f(0, 0, 0)");
4346 }
4347
4348 /* Diffuse Colour --------------------------------------------*/
4349 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4350 {
4351 e = &si->elements[WINED3D_FFP_DIFFUSE];
4352
4353 if (curVBO != e->data.buffer_object)
4354 {
4355 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4356 checkGLcall("glBindBufferARB");
4357 curVBO = e->data.buffer_object;
4358 }
4359
4360 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4361 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4362 e->data.addr + state->load_base_vertex_index * e->stride);
4363 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4364 e->data.addr + state->load_base_vertex_index * e->stride);
4365 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4366 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
4367 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4368
4369 }
4370 else
4371 {
4372 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4373 checkGLcall("glColor4f(1, 1, 1, 1)");
4374 }
4375
4376 /* Specular Colour ------------------------------------------*/
4377 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4378 {
4379 TRACE("setting specular colour\n");
4380
4381 e = &si->elements[WINED3D_FFP_SPECULAR];
4382
4383 if (gl_info->supported[EXT_SECONDARY_COLOR])
4384 {
4385 GLenum type = e->format->gl_vtx_type;
4386 GLint format = e->format->gl_vtx_format;
4387
4388 if (curVBO != e->data.buffer_object)
4389 {
4390 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4391 checkGLcall("glBindBufferARB");
4392 curVBO = e->data.buffer_object;
4393 }
4394
4395 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4396 {
4397 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4398 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4399 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4400 * 4 component secondary colors use it
4401 */
4402 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4403 e->data.addr + state->load_base_vertex_index * e->stride);
4404 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4405 e->data.addr + state->load_base_vertex_index * e->stride));
4406 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4407 }
4408 else
4409 {
4410 switch(type)
4411 {
4412 case GL_UNSIGNED_BYTE:
4413 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4414 e->data.addr + state->load_base_vertex_index * e->stride);
4415 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4416 e->data.addr + state->load_base_vertex_index * e->stride));
4417 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4418 break;
4419
4420 default:
4421 FIXME("Add 4 component specular color pointers for type %x\n", type);
4422 /* Make sure that the right color component is dropped */
4423 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4424 e->data.addr + state->load_base_vertex_index * e->stride);
4425 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4426 e->data.addr + state->load_base_vertex_index * e->stride));
4427 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4428 }
4429 }
4430 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4431 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4432 }
4433 else
4434 {
4435 WARN("Specular colour is not supported in this GL implementation.\n");
4436 }
4437 }
4438 else
4439 {
4440 if (gl_info->supported[EXT_SECONDARY_COLOR])
4441 {
4442 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4443 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4444 }
4445 else
4446 {
4447 WARN("Specular colour is not supported in this GL implementation.\n");
4448 }
4449 }
4450
4451 /* Texture coords -------------------------------------------*/
4452 load_tex_coords(context, si, &curVBO, state);
4453 }
4454
4455 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4456 {
4457 BOOL load_numbered = use_vs(state) && !context->use_immediate_mode_draw;
4458 BOOL load_named = !use_vs(state) && !context->use_immediate_mode_draw;
4459
4460 if (isStateDirty(context, STATE_VDECL)) return;
4461 if (context->numberedArraysLoaded && !load_numbered)
4462 {
4463 unload_numbered_arrays(context);
4464 context->numberedArraysLoaded = FALSE;
4465 context->numbered_array_mask = 0;
4466 }
4467 else if (context->namedArraysLoaded)
4468 {
4469 unload_vertex_data(context->gl_info);
4470 context->namedArraysLoaded = FALSE;
4471 }
4472
4473 if (load_numbered)
4474 {
4475 TRACE("Loading numbered arrays\n");
4476 load_numbered_arrays(context, &context->stream_info, state);
4477 context->numberedArraysLoaded = TRUE;
4478 }
4479 else if (load_named)
4480 {
4481 TRACE("Loading vertex data\n");
4482 load_vertex_data(context, &context->stream_info, state);
4483 context->namedArraysLoaded = TRUE;
4484 }
4485 }
4486
4487 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4488 {
4489 if (isStateDirty(context, STATE_STREAMSRC))
4490 return;
4491 streamsrc(context, state, STATE_STREAMSRC);
4492 }
4493
4494 void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4495 {
4496 const struct wined3d_gl_info *gl_info = context->gl_info;
4497 BOOL useVertexShaderFunction = use_vs(state);
4498 BOOL updateFog = FALSE;
4499 BOOL transformed;
4500 BOOL wasrhw = context->last_was_rhw;
4501 unsigned int i;
4502
4503 transformed = context->stream_info.position_transformed;
4504 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4505 updateFog = TRUE;
4506
4507 context->last_was_rhw = transformed;
4508
4509 /* Don't have to apply the matrices when vertex shaders are used. When
4510 * vshaders are turned off this function will be called again anyway to
4511 * make sure they're properly set. */
4512 if (!useVertexShaderFunction)
4513 {
4514 /* TODO: Move this mainly to the viewport state and only apply when
4515 * the vp has changed or transformed / untransformed was switched. */
4516 if (wasrhw != context->last_was_rhw
4517 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4518 && !isStateDirty(context, STATE_VIEWPORT))
4519 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4520 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4521 * mode.
4522 *
4523 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4524 * this check will fail and the matrix not applied again. This is OK because a simple
4525 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4526 * needs of the vertex declaration.
4527 *
4528 * World and view matrix go into the same gl matrix, so only apply them when neither is
4529 * dirty
4530 */
4531 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4532 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4533 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4534 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4535 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4536 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4537 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4538
4539 if (context->last_was_vshader)
4540 {
4541 updateFog = TRUE;
4542
4543 if (!context->d3d_info->vs_clipping
4544 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4545 {
4546 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4547 }
4548
4549 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4550 {
4551 clipplane(context, state, STATE_CLIPPLANE(i));
4552 }
4553 }
4554 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4555 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4556 }
4557 else
4558 {
4559 if(!context->last_was_vshader) {
4560 static BOOL warned = FALSE;
4561 if (!context->d3d_info->vs_clipping)
4562 {
4563 /* Disable all clip planes to get defined results on all drivers. See comment in the
4564 * state_clipping state handler
4565 */
4566 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4567 {
4568 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0 + i);
4569 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4570 }
4571
4572 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4573 {
4574 FIXME("Clipping not supported with vertex shaders\n");
4575 warned = TRUE;
4576 }
4577 }
4578 if (wasrhw)
4579 {
4580 /* Apply the transform matrices when switching from rhw
4581 * drawing to vertex shaders. Vertex shaders themselves do
4582 * not need it, but the matrices are not reapplied
4583 * automatically when switching back from vertex shaders to
4584 * fixed function processing. So make sure we leave the fixed
4585 * function vertex processing states back in a sane state
4586 * before switching to shaders. */
4587 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4588 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4589 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4590 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4591 }
4592 updateFog = TRUE;
4593
4594 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4595 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4596 * device->vs_clipping is false.
4597 */
4598 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4599 {
4600 clipplane(context, state, STATE_CLIPPLANE(i));
4601 }
4602 }
4603 }
4604
4605 context->last_was_vshader = useVertexShaderFunction;
4606 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
4607
4608 if (updateFog)
4609 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4610
4611 if (!useVertexShaderFunction)
4612 {
4613 unsigned int i;
4614
4615 for (i = 0; i < MAX_TEXTURES; ++i)
4616 {
4617 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4618 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4619 }
4620
4621 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4622 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4623 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
4624 }
4625
4626 if (transformed != wasrhw && !isStateDirty(context, STATE_RENDER(WINED3D_RS_ZENABLE)))
4627 state_zenable(context, state, STATE_RENDER(WINED3D_RS_ZENABLE));
4628 }
4629
4630 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4631 {
4632 const struct wined3d_surface *target = state->fb->render_targets[0];
4633 const struct wined3d_gl_info *gl_info = context->gl_info;
4634 struct wined3d_viewport vp = state->viewport;
4635
4636 if (vp.width > target->resource.width)
4637 vp.width = target->resource.width;
4638 if (vp.height > target->resource.height)
4639 vp.height = target->resource.height;
4640
4641 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4642 checkGLcall("glDepthRange");
4643 /* Note: GL requires lower left, DirectX supplies upper left. This is
4644 * reversed when using offscreen rendering. */
4645 if (context->render_offscreen)
4646 {
4647 gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
4648 }
4649 else
4650 {
4651 UINT width, height;
4652
4653 target->get_drawable_size(context, &width, &height);
4654 gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
4655 vp.width, vp.height);
4656 }
4657 checkGLcall("glViewport");
4658 }
4659
4660 void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4661 {
4662 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4663 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4664 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4665 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4666 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4667 /* Update the position fixup. */
4668 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
4669 }
4670
4671 void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4672 {
4673 const struct wined3d_gl_info *gl_info = context->gl_info;
4674 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4675 const struct wined3d_light_info *lightInfo = state->lights[Index];
4676
4677 if (!lightInfo)
4678 {
4679 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4680 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4681 }
4682 else
4683 {
4684 float quad_att;
4685 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4686
4687 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4688 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4689 gl_info->gl_ops.gl.p_glPushMatrix();
4690 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
4691
4692 /* Diffuse: */
4693 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4694 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4695 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4696 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4697 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4698 checkGLcall("glLightfv");
4699
4700 /* Specular */
4701 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4702 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4703 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4704 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4705 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4706 checkGLcall("glLightfv");
4707
4708 /* Ambient */
4709 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4710 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4711 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4712 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4713 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4714 checkGLcall("glLightfv");
4715
4716 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4717 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4718 else
4719 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4720
4721 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4722 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4723 * Attenuation0 to NaN and crashes in the gl lib
4724 */
4725
4726 switch (lightInfo->OriginalParms.type)
4727 {
4728 case WINED3D_LIGHT_POINT:
4729 /* Position */
4730 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4731 checkGLcall("glLightfv");
4732 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4733 checkGLcall("glLightf");
4734 /* Attenuation - Are these right? guessing... */
4735 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4736 lightInfo->OriginalParms.attenuation0);
4737 checkGLcall("glLightf");
4738 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4739 lightInfo->OriginalParms.attenuation1);
4740 checkGLcall("glLightf");
4741 if (quad_att < lightInfo->OriginalParms.attenuation2)
4742 quad_att = lightInfo->OriginalParms.attenuation2;
4743 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4744 checkGLcall("glLightf");
4745 /* FIXME: Range */
4746 break;
4747
4748 case WINED3D_LIGHT_SPOT:
4749 /* Position */
4750 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4751 checkGLcall("glLightfv");
4752 /* Direction */
4753 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4754 checkGLcall("glLightfv");
4755 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4756 checkGLcall("glLightf");
4757 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4758 checkGLcall("glLightf");
4759 /* Attenuation - Are these right? guessing... */
4760 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4761 lightInfo->OriginalParms.attenuation0);
4762 checkGLcall("glLightf");
4763 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4764 lightInfo->OriginalParms.attenuation1);
4765 checkGLcall("glLightf");
4766 if (quad_att < lightInfo->OriginalParms.attenuation2)
4767 quad_att = lightInfo->OriginalParms.attenuation2;
4768 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4769 checkGLcall("glLightf");
4770 /* FIXME: Range */
4771 break;
4772
4773 case WINED3D_LIGHT_DIRECTIONAL:
4774 /* Direction */
4775 /* Note GL uses w position of 0 for direction! */
4776 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4777 checkGLcall("glLightfv");
4778 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4779 checkGLcall("glLightf");
4780 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4781 checkGLcall("glLightf");
4782 break;
4783
4784 default:
4785 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4786 }
4787
4788 /* Restore the modelview matrix */
4789 gl_info->gl_ops.gl.p_glPopMatrix();
4790
4791 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4792 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4793 }
4794 }
4795
4796 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4797 {
4798 const struct wined3d_gl_info *gl_info = context->gl_info;
4799 const RECT *r = &state->scissor_rect;
4800
4801 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4802 * so our viewport correction does not apply. Warning2: Even in windowed
4803 * mode the coords are relative to the window, not the screen. */
4804 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4805
4806 if (context->render_offscreen)
4807 {
4808 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4809 }
4810 else
4811 {
4812 const struct wined3d_surface *target = state->fb->render_targets[0];
4813 UINT height;
4814 UINT width;
4815
4816 target->get_drawable_size(context, &width, &height);
4817 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4818 }
4819 checkGLcall("glScissor");
4820 }
4821
4822 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4823 {
4824 const struct wined3d_stream_info *stream_info = &context->stream_info;
4825 const struct wined3d_gl_info *gl_info = context->gl_info;
4826
4827 if (!state->index_buffer || !stream_info->all_vbo)
4828 {
4829 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4830 }
4831 else
4832 {
4833 struct wined3d_buffer *ib = state->index_buffer;
4834 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4835 }
4836 }
4837
4838 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4839 {
4840 const struct wined3d_gl_info *gl_info = context->gl_info;
4841
4842 if (context->render_offscreen)
4843 {
4844 gl_info->gl_ops.gl.p_glFrontFace(GL_CCW);
4845 checkGLcall("glFrontFace(GL_CCW)");
4846 }
4847 else
4848 {
4849 gl_info->gl_ops.gl.p_glFrontFace(GL_CW);
4850 checkGLcall("glFrontFace(GL_CW)");
4851 }
4852 }
4853
4854 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4855 {
4856 static BOOL warned;
4857
4858 if (!warned)
4859 {
4860 WARN("Point sprite coordinate origin switching not supported.\n");
4861 warned = TRUE;
4862 }
4863 }
4864
4865 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4866 {
4867 const struct wined3d_gl_info *gl_info = context->gl_info;
4868 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4869
4870 if (gl_info->supported[NV_POINT_SPRITE])
4871 {
4872 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4873 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4874 }
4875 }
4876
4877 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4878 {
4879 const struct wined3d_gl_info *gl_info = context->gl_info;
4880 const struct wined3d_surface *rt = state->fb->render_targets[0];
4881
4882 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4883
4884 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
4885 && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
4886 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4887 else
4888 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4889 }
4890
4891 const struct StateEntryTemplate misc_state_template[] = {
4892 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4893 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4894 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4895 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4903 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4904 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4905 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4906 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4907 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4908
4909 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4910 * vshader loadings are untied from each other
4911 */
4912 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4935 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4937 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4938 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4939 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4940 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4941 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4942 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4943 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4945 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4946 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4947 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4948 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4949 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4950 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4951 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4952 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4953 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4955 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4957 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4959 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4960
4961 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4962 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4963 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5000 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5036 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5037 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5038 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5042 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5043 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5044 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5045 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5046 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5048 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5049 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5050 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5052 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5054 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5056 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5057 /* Samplers */
5058 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5059 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5060 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5061 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5062 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5063 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5064 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5065 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5066 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5067 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5068 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5069 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5070 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5071 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5072 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5073 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5074 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5075 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5076 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5077 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5078 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5079 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5080 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5081 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5082 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_geometry_shader}, WINED3D_GL_EXT_NONE },
5083 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5084 };
5085
5086 const struct StateEntryTemplate vp_ffp_states[] =
5087 {
5088 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5089 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5090 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5091 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5092 /* Clip planes */
5093 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5094 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5095 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5096 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5097 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5098 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5099 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5100 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5101 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5102 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5103 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5104 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5105 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5106 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5107 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5108 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5109 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5110 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5111 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5112 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5113 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5114 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5115 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5116 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5117 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5118 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5119 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5120 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5121 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5122 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5123 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5124 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5125 /* Lights */
5126 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5127 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5128 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5129 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5130 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5131 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5132 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5133 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5134 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5135 /* Viewport */
5136 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5137 /* Transform states follow */
5138 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5405 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5406 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5407 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5408 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5409 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5410 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5411 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5412 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5420 /* Fog */
5421 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5422 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5423 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5424 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5425 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5426 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5427 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5428 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5429 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5430 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5431 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5432 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5433 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5434 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5435 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5436 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5437 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5438 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5439 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5440 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5441 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5442 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5443 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5444 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5445 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5446 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5447 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5448 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5449 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5450 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5451 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5452 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5453
5454 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5455 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5456 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5457 */
5458 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5459 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5460 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5461 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5462 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5463 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5464 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5465 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5466 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5467 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5468 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5469 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5470 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5471 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5472 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5473 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5474 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5475 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5476 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5477 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5478 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5479 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5480 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5481 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5482 { STATE_POINT_SIZE_ENABLE, { STATE_POINT_SIZE_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5483 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5484 };
5485
5486 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5487 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5548 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5549 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5550 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5551 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5552 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5553 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5554 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5555 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5556 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5557 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5558 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5559 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5560 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5561 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5562 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5563 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5564 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5565 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5566 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5567 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5568 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5569 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5570 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5571 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5572 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5573 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5574 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5575 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5576 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5577 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5578 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5579 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5580 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5581 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5582 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5583 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5584 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5585 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5586 };
5587
5588 /* Context activation is done by the caller. */
5589 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5590
5591 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5592 {
5593 return shader_priv;
5594 }
5595
5596 static void ffp_free(struct wined3d_device *device) {}
5597
5598 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5599 {
5600 caps->xyzrhw = FALSE;
5601 caps->max_active_lights = gl_info->limits.lights;
5602 caps->max_vertex_blend_matrices = gl_info->limits.blends;
5603 caps->max_vertex_blend_matrix_index = 0;
5604 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5605 | WINED3DVTXPCAPS_MATERIALSOURCE7
5606 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5607 | WINED3DVTXPCAPS_LOCALVIEWER
5608 | WINED3DVTXPCAPS_VERTEXFOG
5609 | WINED3DVTXPCAPS_TEXGEN
5610 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5611 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5612 caps->max_user_clip_planes = gl_info->limits.clipplanes;
5613 caps->raster_caps = 0;
5614 if (gl_info->supported[NV_FOG_DISTANCE])
5615 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5616 }
5617
5618 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5619 {
5620 ffp_enable,
5621 vp_ffp_get_caps,
5622 ffp_alloc,
5623 ffp_free,
5624 vp_ffp_states,
5625 };
5626
5627 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5628 {
5629 caps->wined3d_caps = 0;
5630 caps->PrimitiveMiscCaps = 0;
5631 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5632 | WINED3DTEXOPCAPS_ADDSIGNED
5633 | WINED3DTEXOPCAPS_ADDSIGNED2X
5634 | WINED3DTEXOPCAPS_MODULATE
5635 | WINED3DTEXOPCAPS_MODULATE2X
5636 | WINED3DTEXOPCAPS_MODULATE4X
5637 | WINED3DTEXOPCAPS_SELECTARG1
5638 | WINED3DTEXOPCAPS_SELECTARG2
5639 | WINED3DTEXOPCAPS_DISABLE;
5640
5641 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5642 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5643 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5644 {
5645 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5646 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5647 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5648 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5649 | WINED3DTEXOPCAPS_LERP
5650 | WINED3DTEXOPCAPS_SUBTRACT;
5651 }
5652 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5653 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5654 {
5655 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5656 | WINED3DTEXOPCAPS_MULTIPLYADD
5657 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5658 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5659 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5660 }
5661 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5662 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5663
5664 caps->MaxTextureBlendStages = gl_info->limits.textures;
5665 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5666 }
5667
5668 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5669 {
5670 if (TRACE_ON(d3d))
5671 {
5672 TRACE("Checking support for fixup:\n");
5673 dump_color_fixup_desc(fixup);
5674 }
5675
5676 /* We only support identity conversions. */
5677 if (is_identity_fixup(fixup))
5678 {
5679 TRACE("[OK]\n");
5680 return TRUE;
5681 }
5682
5683 TRACE("[FAILED]\n");
5684 return FALSE;
5685 }
5686
5687 const struct fragment_pipeline ffp_fragment_pipeline = {
5688 ffp_enable,
5689 ffp_fragment_get_caps,
5690 ffp_alloc,
5691 ffp_free,
5692 ffp_color_fixup_supported,
5693 ffp_fragmentstate_template,
5694 };
5695
5696 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5697
5698 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5699 {
5700 return shader_priv;
5701 }
5702
5703 static void none_free(struct wined3d_device *device) {}
5704
5705 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5706 {
5707 memset(caps, 0, sizeof(*caps));
5708 }
5709
5710 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5711 {
5712 none_enable,
5713 vp_none_get_caps,
5714 none_alloc,
5715 none_free,
5716 NULL,
5717 };
5718
5719 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5720 {
5721 memset(caps, 0, sizeof(*caps));
5722 }
5723
5724 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5725 {
5726 return is_identity_fixup(fixup);
5727 }
5728
5729 const struct fragment_pipeline none_fragment_pipe =
5730 {
5731 none_enable,
5732 fp_none_get_caps,
5733 none_alloc,
5734 none_free,
5735 fp_none_color_fixup_supported,
5736 NULL,
5737 };
5738
5739 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5740 {
5741 unsigned int i;
5742 for(i = 0; funcs[i]; i++);
5743 return i;
5744 }
5745
5746 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5747 {
5748 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5749 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5750 }
5751
5752 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5753 {
5754 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5755 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5756 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5757 }
5758
5759 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5760 const struct wined3d_d3d_info *d3d_info)
5761 {
5762 unsigned int start, last, i;
5763
5764 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5765 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5766 for (i = start; i <= last; ++i)
5767 {
5768 state_table[i].representative = 0;
5769 state_table[i].apply = state_undefined;
5770 }
5771
5772 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5773 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5774 for (i = start; i <= last; ++i)
5775 {
5776 state_table[i].representative = 0;
5777 state_table[i].apply = state_undefined;
5778 }
5779
5780 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info->limits.blends));
5781 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5782 for (i = start; i <= last; ++i)
5783 {
5784 state_table[i].representative = 0;
5785 state_table[i].apply = state_undefined;
5786 }
5787 }
5788
5789 static void validate_state_table(struct StateEntry *state_table)
5790 {
5791 static const struct
5792 {
5793 DWORD first;
5794 DWORD last;
5795 }
5796 rs_holes[] =
5797 {
5798 { 1, 1},
5799 { 3, 3},
5800 { 17, 18},
5801 { 21, 21},
5802 { 42, 45},
5803 { 47, 47},
5804 { 61, 127},
5805 {149, 150},
5806 {169, 169},
5807 {177, 177},
5808 {196, 197},
5809 { 0, 0},
5810 };
5811 static const DWORD simple_states[] =
5812 {
5813 STATE_MATERIAL,
5814 STATE_VDECL,
5815 STATE_STREAMSRC,
5816 STATE_INDEXBUFFER,
5817 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5818 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5819 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5820 STATE_VIEWPORT,
5821 STATE_LIGHT_TYPE,
5822 STATE_SCISSORRECT,
5823 STATE_FRONTFACE,
5824 STATE_POINTSPRITECOORDORIGIN,
5825 STATE_BASEVERTEXINDEX,
5826 STATE_FRAMEBUFFER,
5827 STATE_POINT_SIZE_ENABLE,
5828 };
5829 unsigned int i, current;
5830
5831 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5832 {
5833 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5834 {
5835 if (!state_table[i].representative)
5836 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5837 }
5838 else if (state_table[i].representative)
5839 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5840
5841 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5842 }
5843
5844 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5845 {
5846 if (!state_table[simple_states[i]].representative)
5847 ERR("State %s (%#x) should have a representative.\n",
5848 debug_d3dstate(simple_states[i]), simple_states[i]);
5849 }
5850
5851 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5852 {
5853 DWORD rep = state_table[i].representative;
5854 if (rep)
5855 {
5856 if (state_table[rep].representative != rep)
5857 {
5858 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5859 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5860 state_table[i].representative = 0;
5861 }
5862
5863 if (rep != i)
5864 {
5865 if (state_table[i].apply)
5866 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5867 }
5868 else if (!state_table[i].apply)
5869 {
5870 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5871 }
5872 }
5873 }
5874 }
5875
5876 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5877 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
5878 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
5879 const struct StateEntryTemplate *misc)
5880 {
5881 unsigned int i, type, handlers;
5882 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5883 const struct StateEntryTemplate *cur;
5884 BOOL set[STATE_HIGHEST + 1];
5885
5886 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5887
5888 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5889 StateTable[i].representative = 0;
5890 StateTable[i].apply = state_undefined;
5891 }
5892
5893 for(type = 0; type < 3; type++) {
5894 /* This switch decides the order in which the states are applied */
5895 switch(type) {
5896 case 0: cur = misc; break;
5897 case 1: cur = fragment->states; break;
5898 case 2: cur = vertex->vp_states; break;
5899 default: cur = NULL; /* Stupid compiler */
5900 }
5901 if(!cur) continue;
5902
5903 /* GL extension filtering should not prevent multiple handlers being applied from different
5904 * pipeline parts
5905 */
5906 memset(set, 0, sizeof(set));
5907
5908 for(i = 0; cur[i].state; i++) {
5909 APPLYSTATEFUNC *funcs_array;
5910
5911 /* Only use the first matching state with the available extension from one template.
5912 * e.g.
5913 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5914 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5915 *
5916 * if GL_XYZ_fancy is supported, ignore the 2nd line
5917 */
5918 if(set[cur[i].state]) continue;
5919 /* Skip state lines depending on unsupported extensions */
5920 if (!gl_info->supported[cur[i].extension]) continue;
5921 set[cur[i].state] = TRUE;
5922 /* In some cases having an extension means that nothing has to be
5923 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5924 * supported, the texture coordinate fixup can be ignored. If the
5925 * apply function is used, mark the state set(done above) to prevent
5926 * applying later lines, but do not record anything in the state
5927 * table
5928 */
5929 if (!cur[i].content.representative) continue;
5930
5931 handlers = num_handlers(multistate_funcs[cur[i].state]);
5932 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5933 switch(handlers) {
5934 case 0:
5935 StateTable[cur[i].state].apply = cur[i].content.apply;
5936 break;
5937 case 1:
5938 StateTable[cur[i].state].apply = multistate_apply_2;
5939 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5940 0,
5941 sizeof(**dev_multistate_funcs) * 2);
5942 if (!dev_multistate_funcs[cur[i].state]) {
5943 goto out_of_mem;
5944 }
5945
5946 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5947 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5948 break;
5949 case 2:
5950 StateTable[cur[i].state].apply = multistate_apply_3;
5951 funcs_array = HeapReAlloc(GetProcessHeap(),
5952 0,
5953 dev_multistate_funcs[cur[i].state],
5954 sizeof(**dev_multistate_funcs) * 3);
5955 if (!funcs_array) {
5956 goto out_of_mem;
5957 }
5958
5959 dev_multistate_funcs[cur[i].state] = funcs_array;
5960 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5961 break;
5962 default:
5963 ERR("Unexpected amount of state handlers for state %u: %u\n",
5964 cur[i].state, handlers + 1);
5965 }
5966
5967 if (StateTable[cur[i].state].representative
5968 && StateTable[cur[i].state].representative != cur[i].content.representative)
5969 {
5970 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5971 debug_d3dstate(cur[i].state), cur[i].state);
5972 }
5973 StateTable[cur[i].state].representative = cur[i].content.representative;
5974 }
5975 }
5976
5977 prune_invalid_states(StateTable, gl_info, d3d_info);
5978 validate_state_table(StateTable);
5979
5980 return WINED3D_OK;
5981
5982 out_of_mem:
5983 for (i = 0; i <= STATE_HIGHEST; ++i) {
5984 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5985 }
5986
5987 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5988
5989 return E_OUTOFMEMORY;
5990 }