2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader
);
33 /* Context activation for state handler is done by the caller. */
35 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
37 ERR("Undefined state.\n");
40 static void state_nop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
42 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id
));
45 static void state_fillmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
47 enum wined3d_fill_mode mode
= state
->render_states
[WINED3D_RS_FILLMODE
];
48 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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)");
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)");
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)");
65 FIXME("Unrecognized fill mode %#x.\n", mode
);
69 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
71 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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
))
81 if (state
->render_states
[WINED3D_RS_LIGHTING
]
82 && !context
->stream_info
.position_transformed
)
84 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
85 checkGLcall("glEnable GL_LIGHTING");
89 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
90 checkGLcall("glDisable GL_LIGHTING");
94 static void state_zenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
96 enum wined3d_depth_buffer_type zenable
= state
->render_states
[WINED3D_RS_ZENABLE
];
97 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
100 /* No z test without depth stencil buffers */
101 if (!state
->fb
->depth_stencil
)
103 TRACE("No Z buffer - disabling depth test\n");
104 zenable
= WINED3D_ZB_FALSE
;
109 case WINED3D_ZB_FALSE
:
110 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
111 checkGLcall("glDisable GL_DEPTH_TEST");
113 case WINED3D_ZB_TRUE
:
114 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
115 checkGLcall("glEnable GL_DEPTH_TEST");
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");
123 FIXME("Unrecognized depth buffer type %#x.\n", zenable
);
127 if (context
->gl_info
->supported
[ARB_DEPTH_CLAMP
])
129 if (!zenable
&& context
->stream_info
.position_transformed
)
131 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_CLAMP
);
132 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
136 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_CLAMP
);
137 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
140 else if (!zenable
&& !once
++)
141 FIXME("Z buffer disabled, but ARB_depth_clamp isn't supported.\n");
144 static void state_cullmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
146 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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
])
152 case WINED3D_CULL_NONE
:
153 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
154 checkGLcall("glDisable GL_CULL_FACE");
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)");
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)");
169 FIXME("Unrecognized cull mode %#x.\n",
170 state
->render_states
[WINED3D_RS_CULLMODE
]);
174 static void state_shademode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
176 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
178 switch (state
->render_states
[WINED3D_RS_SHADEMODE
])
180 case WINED3D_SHADE_FLAT
:
181 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_FLAT
);
182 checkGLcall("glShadeModel(GL_FLAT)");
184 case WINED3D_SHADE_GOURAUD
:
185 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
186 checkGLcall("glShadeModel(GL_SMOOTH)");
188 case WINED3D_SHADE_PHONG
:
189 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
192 FIXME("Unrecognized shade mode %#x.\n",
193 state
->render_states
[WINED3D_RS_SHADEMODE
]);
197 static void state_ditherenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
199 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
201 if (state
->render_states
[WINED3D_RS_DITHERENABLE
])
203 gl_info
->gl_ops
.gl
.p_glEnable(GL_DITHER
);
204 checkGLcall("glEnable GL_DITHER");
208 gl_info
->gl_ops
.gl
.p_glDisable(GL_DITHER
);
209 checkGLcall("glDisable GL_DITHER");
213 static void state_zwritenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
215 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
217 if (state
->render_states
[WINED3D_RS_ZWRITEENABLE
])
219 gl_info
->gl_ops
.gl
.p_glDepthMask(1);
220 checkGLcall("glDepthMask(1)");
224 gl_info
->gl_ops
.gl
.p_glDepthMask(0);
225 checkGLcall("glDepthMask(0)");
229 static GLenum
gl_compare_func(enum wined3d_cmp_func f
)
233 case WINED3D_CMP_NEVER
:
235 case WINED3D_CMP_LESS
:
237 case WINED3D_CMP_EQUAL
:
239 case WINED3D_CMP_LESSEQUAL
:
241 case WINED3D_CMP_GREATER
:
243 case WINED3D_CMP_NOTEQUAL
:
245 case WINED3D_CMP_GREATEREQUAL
:
247 case WINED3D_CMP_ALWAYS
:
250 FIXME("Unrecognized compare function %#x.\n", f
);
255 static void state_zfunc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
257 GLenum depth_func
= gl_compare_func(state
->render_states
[WINED3D_RS_ZFUNC
]);
258 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
260 if (!depth_func
) return;
262 gl_info
->gl_ops
.gl
.p_glDepthFunc(depth_func
);
263 checkGLcall("glDepthFunc");
266 void state_ambient(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
268 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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");
277 static void state_blendop_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
279 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
282 static GLenum
gl_blend_op(enum wined3d_blend_op op
)
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
:
294 case WINED3D_BLEND_OP_MAX
:
297 FIXME("Unhandled blend op %#x.\n", op
);
302 static void state_blendop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
;
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
])
312 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
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
);
320 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
322 GL_EXTCALL(glBlendEquationSeparateEXT(blend_equation
, blend_equation_alpha
));
323 checkGLcall("glBlendEquationSeparateEXT");
327 GL_EXTCALL(glBlendEquationEXT(blend_equation
));
328 checkGLcall("glBlendEquation");
332 static GLenum
gl_blend_factor(enum wined3d_blend factor
, const struct wined3d_format
*dst_format
)
336 case WINED3D_BLEND_ZERO
:
338 case WINED3D_BLEND_ONE
:
340 case WINED3D_BLEND_SRCCOLOR
:
342 case WINED3D_BLEND_INVSRCCOLOR
:
343 return GL_ONE_MINUS_SRC_COLOR
;
344 case WINED3D_BLEND_SRCALPHA
:
346 case WINED3D_BLEND_INVSRCALPHA
:
347 return GL_ONE_MINUS_SRC_ALPHA
;
348 case WINED3D_BLEND_DESTCOLOR
:
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
;
369 FIXME("Unhandled blend factor %#x.\n", factor
);
374 static void state_blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
;
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
])
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
))
393 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
394 checkGLcall("glDisable GL_BLEND");
399 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
400 checkGLcall("glEnable GL_BLEND");
405 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
406 checkGLcall("glDisable GL_BLEND");
407 /* Nothing more to do - get out */
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
)
417 srcBlend
= GL_SRC_ALPHA
;
418 dstBlend
= GL_ONE_MINUS_SRC_ALPHA
;
420 else if (d3d_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
422 srcBlend
= GL_ONE_MINUS_SRC_ALPHA
;
423 dstBlend
= GL_SRC_ALPHA
;
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
);
432 if (state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
433 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
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");
444 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
445 checkGLcall("glDisable(GL_LINE_SMOOTH)");
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
));
452 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
454 GLenum srcBlendAlpha
, dstBlendAlpha
;
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
])
459 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
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
)
469 srcBlendAlpha
= GL_SRC_ALPHA
;
470 dstBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
472 else if (d3d_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
474 srcBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
475 dstBlendAlpha
= GL_SRC_ALPHA
;
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
);
484 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend
, dstBlend
, srcBlendAlpha
, dstBlendAlpha
));
485 checkGLcall("glBlendFuncSeparateEXT");
489 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend
, dstBlend
);
490 gl_info
->gl_ops
.gl
.p_glBlendFunc(srcBlend
, dstBlend
);
491 checkGLcall("glBlendFunc");
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
));
500 static void state_blendfactor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
502 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
505 static void state_blendfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
507 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
510 TRACE("Setting blend factor to %#x.\n", state
->render_states
[WINED3D_RS_BLENDFACTOR
]);
512 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_BLENDFACTOR
], col
);
513 GL_EXTCALL(glBlendColorEXT (col
[0],col
[1],col
[2],col
[3]));
514 checkGLcall("glBlendColor");
517 static void state_alpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
519 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
522 BOOL enable_ckey
= FALSE
;
524 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
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
))
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
;
540 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
541 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
543 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
544 checkGLcall("glEnable GL_ALPHA_TEST");
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
556 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
558 glParm
= GL_NOTEQUAL
;
563 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
564 glParm
= gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
568 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
569 checkGLcall("glAlphaFunc");
573 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
575 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
576 DWORD enable
= 0xffffffff;
577 DWORD disable
= 0x00000000;
579 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
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");
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
;
600 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
601 * of already set values
604 /* If enabling / disabling all
605 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
607 if (state
->render_states
[WINED3D_RS_CLIPPING
])
609 enable
= state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
610 disable
= ~state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
614 disable
= 0xffffffff;
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");
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");
635 void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
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
649 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
650 * Instead, we need to setup the FinalCombiner properly.
652 * The default setup for the FinalCombiner is:
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
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.
668 TRACE("Setting specular enable state and materials\n");
669 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
671 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
672 checkGLcall("glMaterialfv");
674 if (state
->material
.power
> gl_info
->limits
.shininess
)
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.
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
);
687 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
689 checkGLcall("glMaterialf(GL_SHININESS)");
691 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
692 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
694 TRACE("Specular colors cannot be enabled in this version of opengl\n");
695 checkGLcall("glEnable(GL_COLOR_SUM)");
697 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
699 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
700 checkGLcall("glFinalCombinerInputNV()");
703 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
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");
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
);
713 TRACE("Specular colors cannot be disabled in this version of opengl\n");
714 checkGLcall("glDisable(GL_COLOR_SUM)");
716 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
718 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
719 checkGLcall("glFinalCombinerInputNV()");
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
);
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)");
744 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
746 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
749 /* Note the texture color applies to all textures whereas
750 * GL_TEXTURE_ENV_COLOR applies to active only. */
752 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
754 /* And now the default texture color as well */
755 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
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
);
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);");
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
)
769 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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(...)");
781 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
785 case WINED3D_STENCIL_OP_KEEP
:
787 case WINED3D_STENCIL_OP_ZERO
:
789 case WINED3D_STENCIL_OP_REPLACE
:
791 case WINED3D_STENCIL_OP_INCR_SAT
:
793 case WINED3D_STENCIL_OP_DECR_SAT
:
795 case WINED3D_STENCIL_OP_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
;
802 FIXME("Unrecognized stencil op %#x.\n", op
);
807 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
809 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
810 DWORD onesided_enable
;
811 DWORD twosided_enable
;
817 GLint stencilFail_ccw
;
819 GLint stencilPass_ccw
;
823 /* No stencil test without a stencil buffer. */
824 if (!state
->fb
->depth_stencil
)
826 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
827 checkGLcall("glDisable GL_STENCIL_TEST");
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
])))
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
]);
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
);
853 if (twosided_enable
&& onesided_enable
)
855 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
856 checkGLcall("glEnable GL_STENCIL_TEST");
858 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
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
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
);
871 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
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, ...)");
880 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
883 else if(onesided_enable
)
885 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
887 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
888 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
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
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(...)");
903 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
904 checkGLcall("glDisable GL_STENCIL_TEST");
908 static void state_stencilwrite2s(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
;
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
);
922 static void state_stencilwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
;
927 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
928 checkGLcall("glStencilMask");
931 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
933 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
935 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
937 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
940 /* Table fog on: Never use fog coords, and use per-fragment fog */
941 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
943 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
944 if (context
->fog_coord
)
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
;
951 /* Range fog is only used with per-vertex fog in d3d */
952 if (gl_info
->supported
[NV_FOG_DISTANCE
])
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)");
960 /* Otherwise use per-vertex fog in any case */
961 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
963 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
965 /* No fog at all, or transformed vertices: Use fog coord */
966 if (!context
->fog_coord
)
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
;
975 /* Otherwise, use the fragment depth */
976 if (context
->fog_coord
)
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
;
983 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
985 if (gl_info
->supported
[NV_FOG_DISTANCE
])
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)");
992 WARN("Range fog enabled, but not supported by this GL implementation.\n");
995 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
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)");
1003 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1005 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1006 float fogstart
, fogend
;
1012 switch(context
->fog_source
) {
1018 case FOGSOURCE_COORD
:
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
)
1035 fogstart
= -INFINITY
;
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
1044 ERR("Unexpected fog coordinate source\n");
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
);
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
);
1058 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
];
1065 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1067 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1069 /* No fog? Disable it, and we're done :-) */
1070 glDisableWINE(GL_FOG
);
1071 checkGLcall("glDisable GL_FOG");
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.
1083 * FOGTABLEMODE != NONE:
1084 * The Z value is used, with the equation specified, no matter what vertex type.
1086 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1087 * Per vertex fog is calculated using the specified fog equation and the parameters
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
1094 * Rules for vertex fog with shaders:
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
1103 * and 2) disables the fog computation (in either the fixed function or programmable
1104 * rasterizer) if using a vertex program.
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.
1112 * With table fog the vertex shader fog coordinate is ignored.
1114 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
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."
1121 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
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
;
1131 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1133 /* If processed vertices are used, fall through to the NONE case */
1134 case WINED3D_FOG_EXP
:
1135 if (!context
->last_was_rhw
)
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
;
1144 case WINED3D_FOG_EXP2
:
1145 if (!context
->last_was_rhw
)
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
;
1154 case WINED3D_FOG_LINEAR
:
1155 if (!context
->last_was_rhw
)
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
;
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
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)");
1175 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1176 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1177 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1181 new_source
= FOGSOURCE_FFP
;
1183 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
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)");
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)");
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)");
1200 case WINED3D_FOG_NONE
: /* Won't happen */
1202 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1203 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1207 glEnableWINE(GL_FOG
);
1208 checkGLcall("glEnable GL_FOG");
1209 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1211 context
->fog_source
= new_source
;
1212 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1216 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1218 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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");
1226 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1228 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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)");
1239 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1241 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
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.
1248 if(isStateDirty(context
, STATE_VDECL
)) {
1252 context
->num_untracked_materials
= 0;
1253 if ((context
->stream_info
.use_map
& (1 << WINED3D_FFP_DIFFUSE
))
1254 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
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
]);
1262 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1264 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1265 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1268 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1270 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1271 context
->num_untracked_materials
++;
1273 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1275 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1276 context
->num_untracked_materials
++;
1279 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1282 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1284 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1285 context
->num_untracked_materials
++;
1287 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1289 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1290 context
->num_untracked_materials
++;
1293 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1296 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1298 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1299 context
->num_untracked_materials
++;
1302 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1308 /* Nothing changed, return. */
1309 if (Parm
== context
->tracking_parm
) return;
1313 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1314 checkGLcall("glDisable GL_COLOR_MATERIAL");
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)");
1324 /* Apparently calls to glMaterialfv are ignored for properties we're
1325 * tracking with glColorMaterial, so apply those here. */
1326 switch (context
->tracking_parm
)
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");
1335 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1336 checkGLcall("glMaterialfv");
1340 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1341 checkGLcall("glMaterialfv");
1345 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1346 checkGLcall("glMaterialfv");
1350 /* Only change material color if specular is enabled, otherwise it is set to black */
1351 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1353 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1354 checkGLcall("glMaterialfv");
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");
1365 context
->tracking_parm
= Parm
;
1368 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1370 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1374 struct wined3d_line_pattern lp
;
1376 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1378 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1380 if (tmppattern
.lp
.repeat_factor
)
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);");
1389 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1390 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1394 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1396 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1398 if (isStateDirty(context
, STATE_VDECL
))
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
1405 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1406 && (context
->stream_info
.use_map
& (1 << WINED3D_FFP_NORMAL
)))
1408 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1409 checkGLcall("glEnable(GL_NORMALIZE);");
1413 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1414 checkGLcall("glDisable(GL_NORMALIZE);");
1418 void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1425 tmpvalue
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
1426 if (tmpvalue
.f
!= 1.0f
)
1428 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue
.f
);
1430 tmpvalue
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
1431 if (tmpvalue
.f
!= 64.0f
)
1433 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue
.f
);
1438 void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1440 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1447 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
1448 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
1450 /* Max point size trumps min point size */
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(...)");
1461 void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1463 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1470 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
1471 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
1473 /* Max point size trumps min point size */
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(...)");
1484 void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1486 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1487 /* TODO: Group this with the viewport */
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.
1494 /* Default values */
1495 GLfloat att
[3] = {1.0f
, 0.0f
, 0.0f
};
1499 } pointSize
, A
, B
, C
;
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
];
1506 if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1508 DWORD h
= state
->viewport
.height
;
1509 GLfloat scaleFactor
;
1511 if (pointSize
.f
< gl_info
->limits
.pointsize_min
)
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.
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
1522 pointSize
.f
= gl_info
->limits
.pointsize_min
;
1524 else if(pointSize
.f
> gl_info
->limits
.pointsize_max
)
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
1531 scaleFactor
= pointSize
.f
/ gl_info
->limits
.pointsize_max
;
1532 TRACE("scale: %f\n", scaleFactor
);
1533 pointSize
.f
= gl_info
->limits
.pointsize_max
;
1537 scaleFactor
= powf(h
* scaleFactor
, 2);
1539 att
[0] = A
.f
/ scaleFactor
;
1540 att
[1] = B
.f
/ scaleFactor
;
1541 att
[2] = C
.f
/ scaleFactor
;
1544 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1546 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1547 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1549 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1551 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1552 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1554 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1556 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1559 gl_info
->gl_ops
.gl
.p_glPointSize(pointSize
.f
);
1560 checkGLcall("glPointSize(...);");
1563 static void state_debug_monitor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1565 WARN("token: %#x.\n", state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
]);
1568 static void state_colorwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
;
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(...)");
1587 if (!((mask1
== mask0
&& mask2
== mask0
&& mask3
== mask0
)
1588 || (mask1
== 0xf && mask2
== 0xf && mask3
== 0xf)))
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");
1596 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
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
));
1605 static void state_colorwrite0(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1607 set_color_mask(context
->gl_info
, 0, state
->render_states
[WINED3D_RS_COLORWRITEENABLE
]);
1610 static void state_colorwrite1(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1612 set_color_mask(context
->gl_info
, 1, state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
]);
1615 static void state_colorwrite2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1617 set_color_mask(context
->gl_info
, 2, state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
]);
1620 static void state_colorwrite3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1622 set_color_mask(context
->gl_info
, 3, state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
]);
1625 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1627 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1629 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1631 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1632 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1636 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1637 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1641 static void state_lastpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1643 if (state
->render_states
[WINED3D_RS_LASTPIXEL
])
1645 TRACE("Last Pixel Drawing Enabled\n");
1651 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1654 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1659 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1663 /* TODO: NV_POINT_SPRITE */
1664 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
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");
1672 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1674 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1676 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1678 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1679 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1683 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1684 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1688 static void state_wrap(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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");
1709 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1711 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1712 WARN("Multisample antialiasing not supported by GL.\n");
1715 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1717 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1719 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1721 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1722 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1726 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1727 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1731 static void state_scissor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1733 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1735 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
1737 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1738 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1742 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1743 checkGLcall("glDisable(GL_SCISSOR_TEST)");
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
)
1758 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1760 if (state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
]
1761 || state
->render_states
[WINED3D_RS_DEPTHBIAS
])
1763 const struct wined3d_surface
*depth
= state
->fb
->depth_stencil
;
1770 } scale_bias
, const_bias
;
1772 scale_bias
.d
= state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
];
1773 const_bias
.d
= state
->render_states
[WINED3D_RS_DEPTHBIAS
];
1775 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1776 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1778 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1780 float bias
= -(float)const_bias
.d
;
1781 gl_info
->gl_ops
.gl
.p_glPolygonOffset(bias
, bias
);
1782 checkGLcall("glPolygonOffset");
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
);
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");
1800 gl_info
->gl_ops
.gl
.p_glPolygonOffset(scale_bias
.f
, const_bias
.f
* scale
);
1801 checkGLcall("glPolygonOffset(...)");
1806 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1807 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1811 static void state_zvisible(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1813 if (state
->render_states
[WINED3D_RS_ZVISIBLE
])
1814 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1817 static void state_perspective(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1819 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1821 if (state
->render_states
[WINED3D_RS_TEXTUREPERSPECTIVE
])
1823 gl_info
->gl_ops
.gl
.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT
, GL_NICEST
);
1824 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1828 gl_info
->gl_ops
.gl
.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT
, GL_FASTEST
);
1829 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1833 static void state_stippledalpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1835 if (state
->render_states
[WINED3D_RS_STIPPLEDALPHA
])
1836 FIXME("Stippled Alpha not supported yet.\n");
1839 static void state_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1841 if (state
->render_states
[WINED3D_RS_ANTIALIAS
])
1842 FIXME("Antialias not supported yet.\n");
1845 static void state_multisampmask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
]);
1852 static void state_patchedgestyle(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
]);
1859 static void state_patchsegments(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1867 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
1869 static BOOL displayed
= FALSE
;
1871 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
1873 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
1879 static void state_positiondegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
]);
1886 static void state_normaldegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
]);
1893 static void state_tessellation(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
]);
1900 static void state_nvdb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1907 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1909 if (state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] == WINED3DFMT_NVDB
)
1911 zmin
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
];
1912 zmax
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
];
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
)
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(...)");
1925 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1926 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1931 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1932 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1935 state_tessellation(context
, state
, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
1938 static void state_wrapu(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1940 if (state
->render_states
[WINED3D_RS_WRAPU
])
1941 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1944 static void state_wrapv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1946 if (state
->render_states
[WINED3D_RS_WRAPV
])
1947 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1950 static void state_monoenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1952 if (state
->render_states
[WINED3D_RS_MONOENABLE
])
1953 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1956 static void state_rop2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1958 if (state
->render_states
[WINED3D_RS_ROP2
])
1959 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1962 static void state_planemask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1964 if (state
->render_states
[WINED3D_RS_PLANEMASK
])
1965 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1968 static void state_subpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1970 if (state
->render_states
[WINED3D_RS_SUBPIXEL
])
1971 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1974 static void state_subpixelx(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1976 if (state
->render_states
[WINED3D_RS_SUBPIXELX
])
1977 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1980 static void state_stippleenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1982 if (state
->render_states
[WINED3D_RS_STIPPLEENABLE
])
1983 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1986 static void state_mipmaplodbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1988 if (state
->render_states
[WINED3D_RS_MIPMAPLODBIAS
])
1989 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1992 static void state_anisotropy(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1994 if (state
->render_states
[WINED3D_RS_ANISOTROPY
])
1995 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1998 static void state_flushbatch(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2000 if (state
->render_states
[WINED3D_RS_FLUSHBATCH
])
2001 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2004 static void state_translucentsi(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2006 if (state
->render_states
[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
])
2007 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2010 static void state_extents(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2012 if (state
->render_states
[WINED3D_RS_EXTENTS
])
2013 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2016 static void state_ckeyblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2018 if (state
->render_states
[WINED3D_RS_COLORKEYBLENDENABLE
])
2019 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2022 static void state_swvp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2024 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
2025 FIXME("Software vertex processing not implemented.\n");
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
;
2035 /* Calculate the operand */
2037 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
2038 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
2040 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
2041 else *operand
= GL_SRC_COLOR
;
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
:
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
2056 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2057 *source
= GL_TEXTURE
;
2060 FIXME("Unrecognized texture arg %#x\n", arg
);
2061 *source
= GL_TEXTURE
;
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
)
2070 GLenum src1
, src2
, src3
;
2071 GLenum opr1
, opr2
, opr3
;
2073 GLenum src0_target
, src1_target
, src2_target
;
2074 GLenum opr0_target
, opr1_target
, opr2_target
;
2076 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
2077 BOOL Handled
= FALSE
;
2079 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
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.
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. */
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
;
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
;
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
))
2120 arg1
= WINED3DTA_CURRENT
;
2121 op
= WINED3D_TOP_SELECT_ARG1
;
2124 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2126 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2128 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2130 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2131 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2133 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2135 Handled
= TRUE
; /* Assume will be handled */
2137 /* Other texture operations require special extensions: */
2138 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2142 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2143 src3_target
= GL_SOURCE3_ALPHA_NV
;
2144 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2147 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2148 src3_target
= GL_SOURCE3_RGB_NV
;
2149 opr3_target
= GL_OPERAND3_RGB_NV
;
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");
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
)
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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;
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");
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");
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");
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");
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");
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");
2477 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2478 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
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");
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");
2499 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2500 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
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");
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");
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;
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");
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");
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;
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");
2559 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2560 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
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");
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");
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");
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");
2610 } /* GL_NV_texture_env_combine4 */
2612 Handled
= TRUE
; /* Again, assume handled */
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");
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");
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");
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");
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");
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");
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");
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");
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");
2728 case WINED3D_TOP_SUBTRACT
:
2729 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
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");
2744 FIXME("This version of opengl does not support GL_SUBTRACT\n");
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");
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");
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");
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");
2820 case WINED3D_TOP_DOTPRODUCT3
:
2821 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
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");
2826 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
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");
2831 FIXME("This version of opengl does not support GL_DOT3\n");
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");
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");
2862 case WINED3D_TOP_ADD_SMOOTH
:
2863 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
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");
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;
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");
2890 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2891 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
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");
2912 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2913 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
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");
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;
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");
2940 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2941 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
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");
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;
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");
2968 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2969 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
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");
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;
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");
2996 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2997 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
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");
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;
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");
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;
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");
3030 case WINED3D_TOP_MULTIPLY_ADD
:
3031 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
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");
3052 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
3053 case WINED3D_TOP_BUMPENVMAP
:
3054 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
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
3059 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3069 BOOL combineOK
= TRUE
;
3070 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3075 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3077 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3079 /* Note: If COMBINE4 in effect can't go back to combine! */
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 */
3092 case WINED3D_TOP_SELECT_ARG1
:
3093 case WINED3D_TOP_SELECT_ARG2
:
3098 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
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");
3113 /* After all the extensions, if still unhandled, report fixme */
3114 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
3118 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
;
3125 TRACE("Setting color op for stage %d\n", stage
);
3127 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3128 if (use_ps(state
)) return;
3130 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3132 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3134 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3136 FIXME("Attempt to enable unsupported stage!\n");
3139 context_active_texture(context
, gl_info
, mapped_stage
);
3142 if (stage
>= context
->lowest_disabled_stage
)
3144 TRACE("Stage disabled\n");
3145 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
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
])
3154 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3155 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3157 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3159 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3160 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
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
);
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
]);
3179 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
;
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
)
3191 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3193 FIXME("Attempt to enable unsupported stage!\n");
3196 context_active_texture(context
, gl_info
, mapped_stage
);
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
];
3204 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3206 struct wined3d_texture
*texture
= state
->textures
[0];
3207 GLenum texture_dimensions
= texture
->target
;
3209 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3211 if (texture
->color_key_flags
& WINEDDSD_CKSRCBLT
&& !texture
->resource
.format
->alpha_size
)
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.
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
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
3233 * What to do with multitexturing? So far no app has been found that uses color keying with
3235 if (op
== WINED3D_TOP_DISABLE
)
3237 arg1
= WINED3DTA_TEXTURE
;
3238 op
= WINED3D_TOP_SELECT_ARG1
;
3240 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3242 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3244 arg2
= WINED3DTA_TEXTURE
;
3245 op
= WINED3D_TOP_MODULATE
;
3247 else arg1
= WINED3DTA_TEXTURE
;
3249 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3251 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3253 arg1
= WINED3DTA_TEXTURE
;
3254 op
= WINED3D_TOP_MODULATE
;
3256 else arg2
= WINED3DTA_TEXTURE
;
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
3265 TRACE("Setting alpha op for stage %d\n", stage
);
3266 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
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
]);
3273 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3277 void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
];
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
))
3289 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3293 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3294 if (mapped_stage
>= gl_info
->limits
.textures
) return;
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);
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
));
3308 /* The sampler applying function calls us if this changes */
3309 if ((context
->lastWasPow2Texture
& (1 << texUnit
)) && state
->textures
[texUnit
])
3312 FIXME("Non-power2 texture being used with generated texture coords\n");
3314 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3315 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3318 TRACE("Non power two matrix multiply fixup\n");
3319 gl_info
->gl_ops
.gl
.p_glMultMatrixf(state
->textures
[texUnit
]->pow2_matrix
);
3324 static void unload_tex_coords(const struct wined3d_gl_info
*gl_info
)
3326 unsigned int texture_idx
;
3328 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
3330 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
));
3331 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
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
)
3338 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3339 unsigned int mapped_stage
= 0;
3340 unsigned int textureNo
= 0;
3342 for (textureNo
= 0; textureNo
< context
->d3d_info
->limits
.ffp_blend_stages
; ++textureNo
)
3344 int coordIdx
= state
->texture_states
[textureNo
][WINED3D_TSS_TEXCOORD_INDEX
];
3346 mapped_stage
= context
->tex_unit_map
[textureNo
];
3347 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) continue;
3349 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
3351 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage
);
3355 if (coordIdx
< MAX_TEXTURES
&& (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
))))
3357 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
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
);
3362 if (*curVBO
!= e
->data
.buffer_object
)
3364 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
3365 checkGLcall("glBindBufferARB");
3366 *curVBO
= e
->data
.buffer_object
;
3369 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3370 checkGLcall("glClientActiveTextureARB");
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
);
3379 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
3382 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
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
)
3387 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ textureNo
, 0, 0, 0, 1));
3391 checkGLcall("loadTexCoords");
3394 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
];
3404 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3406 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3410 if (mapped_stage
>= gl_info
->limits
.fragment_samplers
)
3412 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3415 context_active_texture(context
, gl_info
, mapped_stage
);
3417 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
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
3426 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
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.");
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 */
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.");
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.");
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.");
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
])
3470 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
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.");
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.");
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.");
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
])
3501 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
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.");
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.");
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.");
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.");
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.");
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.");
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
));
3555 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
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
3562 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3564 unload_tex_coords(gl_info
);
3565 load_tex_coords(context
, &context
->stream_info
, &curVBO
, state
);
3569 void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3571 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3572 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3574 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
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
3581 * The mapped stage is already active because the sampler() function below, which is part of the
3584 if (sampler
< MAX_TEXTURES
)
3586 const BOOL texIsPow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3588 if (texIsPow2
|| (context
->lastWasPow2Texture
& (1 << sampler
)))
3591 context
->lastWasPow2Texture
|= 1 << sampler
;
3593 context
->lastWasPow2Texture
&= ~(1 << sampler
);
3595 transform_texture(context
, state
,
3596 STATE_TEXTURESTAGE(context
->tex_unit_map
[sampler
], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3601 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
;
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
3616 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3618 TRACE("No sampler mapped to stage %d. Returning.\n", sampler
);
3622 if (mapped_stage
>= gl_info
->limits
.combined_samplers
)
3626 context_active_texture(context
, gl_info
, mapped_stage
);
3628 if (state
->textures
[sampler
])
3630 struct wined3d_texture
*texture
= state
->textures
[sampler
];
3631 BOOL srgb
= state
->sampler_states
[sampler
][WINED3D_SAMP_SRGB_TEXTURE
];
3633 wined3d_texture_bind(texture
, context
, srgb
);
3634 wined3d_texture_apply_state_changes(texture
, state
->sampler_states
[sampler
], gl_info
);
3636 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
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, ...)");
3644 if (!use_ps(state
) && sampler
< context
->lowest_disabled_stage
)
3646 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !sampler
)
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
);
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
;
3660 if (sampler
< context
->lowest_disabled_stage
)
3662 /* TODO: What should I do with pixel shaders here ??? */
3663 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !sampler
)
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
);
3669 } /* Otherwise tex_colorop disables the stage */
3670 context_bind_texture(context
, GL_NONE
, 0);
3674 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3680 if (!context
->last_was_pshader
)
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
)
3687 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3688 sampler(context
, state
, STATE_SAMPLER(i
));
3690 context
->last_was_pshader
= TRUE
;
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. */
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
)
3705 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3706 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3708 context
->last_was_pshader
= FALSE
;
3711 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
3714 static void state_geometry_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3716 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_GEOMETRY
;
3719 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3721 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3724 void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3726 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3728 /* This function is called by transform_view below if the view matrix was changed too
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.
3735 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3736 checkGLcall("glMatrixMode");
3738 if (context
->last_was_rhw
)
3740 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3741 checkGLcall("glLoadIdentity()");
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");
3752 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3754 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3755 UINT index
= state_id
- STATE_CLIPPLANE(0);
3758 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.clipplanes
)
3761 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3762 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3764 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3766 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
].u
.m
[0][0]);
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();
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
;
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");
3782 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3785 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3787 UINT matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3788 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3791 TRACE("Setting world matrix %d\n", matrix
);
3793 if (matrix
>= gl_info
->limits
.blends
)
3795 WARN("Unsupported blend matrix set\n");
3799 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3802 /* GL_MODELVIEW0_ARB: 0x1700
3803 * GL_MODELVIEW1_ARB: 0x850a
3804 * GL_MODELVIEW2_ARB: 0x8722
3805 * GL_MODELVIEW3_ARB: 0x8723
3807 * GL_MODELVIEW31_ARB: 0x873f
3809 if(matrix
== 1) glMat
= GL_MODELVIEW1_ARB
;
3810 else glMat
= GL_MODELVIEW2_ARB
- 2 + matrix
;
3812 gl_info
->gl_ops
.gl
.p_glMatrixMode(glMat
);
3813 checkGLcall("glMatrixMode(glMat)");
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");
3824 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3826 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3827 static unsigned int once
;
3829 if (f
== WINED3D_VBF_DISABLE
)
3832 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3833 else WARN("Vertex blend flags %#x not supported.\n", f
);
3836 static void state_vertexblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
;
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)");
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));
3856 if (!device
->vertexBlendUsed
)
3859 for (i
= 1; i
< gl_info
->limits
.blends
; ++i
)
3861 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
))))
3862 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
)));
3864 device
->vertexBlendUsed
= TRUE
;
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
);
3873 case WINED3D_VBF_DISABLE
:
3874 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_BLEND_ARB
);
3875 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3880 void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3882 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3883 const struct wined3d_light_info
*light
= NULL
;
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
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(...)");
3897 /* Reset lights. TODO: Call light apply func */
3898 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3900 if (!(light
= state
->lights
[k
]))
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");
3908 /* Reset Clipping Planes */
3909 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
3911 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3912 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3915 if (context
->last_was_rhw
)
3917 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3918 checkGLcall("glLoadIdentity()");
3919 /* No need to update the world matrix, the identity is fine */
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)));
3928 /* Avoid looping over a number of matrices if the app never used the functionality */
3929 if (context
->swapchain
->device
->vertexBlendUsed
)
3931 for (k
= 1; k
< gl_info
->limits
.blends
; ++k
)
3933 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
))))
3934 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
)));
3939 void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3941 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3943 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3944 checkGLcall("glMatrixMode(GL_PROJECTION)");
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
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
3961 if (context
->last_was_rhw
)
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
[] =
3976 x_scale
, 0.0, 0.0, 0.0,
3977 0.0, y_scale
, 0.0, 0.0,
3979 x_offset
, y_offset
, -1.0, 1.0,
3982 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
3983 checkGLcall("glLoadMatrixd");
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
[] =
3995 0.0, y_scale
, 0.0, 0.0,
3997 x_offset
, y_offset
, -1.0, 1.0,
4000 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
4001 checkGLcall("glLoadMatrixd");
4003 gl_info
->gl_ops
.gl
.p_glMultMatrixf(&state
->transforms
[WINED3D_TS_PROJECTION
].u
.m
[0][0]);
4004 checkGLcall("glLoadMatrixf");
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
)
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
);
4022 static inline void unload_numbered_array(struct wined3d_context
*context
, int i
)
4024 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4026 GL_EXTCALL(glDisableVertexAttribArrayARB(i
));
4027 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4028 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4029 GL_EXTCALL(glVertexAttribDivisorARB(i
, 0));
4031 context
->numbered_array_mask
&= ~(1 << i
);
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
)
4038 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4041 for (i
= 0; i
< context
->gl_info
->limits
.vertex_attribs
; ++i
) {
4042 unload_numbered_array(context
, i
);
4046 static void load_numbered_arrays(struct wined3d_context
*context
,
4047 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
4049 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4050 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4053 /* Default to no instancing */
4054 context
->instance_count
= 0;
4056 for (i
= 0; i
< MAX_ATTRIBS
; i
++)
4058 const struct wined3d_stream_state
*stream
;
4060 if (!(stream_info
->use_map
& (1 << i
)))
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
));
4069 stream
= &state
->streams
[stream_info
->elements
[i
].stream_idx
];
4071 if (stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
4073 if (!context
->instance_count
)
4074 context
->instance_count
= state
->streams
[0].frequency
? state
->streams
[0].frequency
: 1;
4076 if (!gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
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
);
4085 GL_EXTCALL(glVertexAttribDivisorARB(i
, 1));
4087 else if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4089 GL_EXTCALL(glVertexAttribDivisorARB(i
, 0));
4092 TRACE_(d3d_shader
)("Loading array %u [VBO=%u]\n", i
, stream_info
->elements
[i
].data
.buffer_object
);
4094 if (stream_info
->elements
[i
].stride
)
4096 if (curVBO
!= stream_info
->elements
[i
].data
.buffer_object
)
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
;
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
));
4112 if (!(context
->numbered_array_mask
& (1 << i
)))
4114 GL_EXTCALL(glEnableVertexAttribArrayARB(i
));
4115 context
->numbered_array_mask
|= (1 << i
);
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
)
4127 ptr
+= (ULONG_PTR
)buffer_get_sysmem(stream
->buffer
, context
);
4130 if (context
->numbered_array_mask
& (1 << i
)) unload_numbered_array(context
, i
);
4132 switch (stream_info
->elements
[i
].format
->id
)
4134 case WINED3DFMT_R32_FLOAT
:
4135 GL_EXTCALL(glVertexAttrib1fvARB(i
, (const GLfloat
*)ptr
));
4137 case WINED3DFMT_R32G32_FLOAT
:
4138 GL_EXTCALL(glVertexAttrib2fvARB(i
, (const GLfloat
*)ptr
));
4140 case WINED3DFMT_R32G32B32_FLOAT
:
4141 GL_EXTCALL(glVertexAttrib3fvARB(i
, (const GLfloat
*)ptr
));
4143 case WINED3DFMT_R32G32B32A32_FLOAT
:
4144 GL_EXTCALL(glVertexAttrib4fvARB(i
, (const GLfloat
*)ptr
));
4147 case WINED3DFMT_R8G8B8A8_UINT
:
4148 GL_EXTCALL(glVertexAttrib4NubvARB(i
, ptr
));
4150 case WINED3DFMT_B8G8R8A8_UNORM
:
4151 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
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
));
4160 /* else fallthrough */
4161 case WINED3DFMT_R8G8B8A8_UNORM
:
4162 GL_EXTCALL(glVertexAttrib4NubvARB(i
, ptr
));
4165 case WINED3DFMT_R16G16_SINT
:
4166 GL_EXTCALL(glVertexAttrib4svARB(i
, (const GLshort
*)ptr
));
4168 case WINED3DFMT_R16G16B16A16_SINT
:
4169 GL_EXTCALL(glVertexAttrib4svARB(i
, (const GLshort
*)ptr
));
4172 case WINED3DFMT_R16G16_SNORM
:
4174 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
4175 GL_EXTCALL(glVertexAttrib4NsvARB(i
, s
));
4178 case WINED3DFMT_R16G16_UNORM
:
4180 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
4181 GL_EXTCALL(glVertexAttrib4NusvARB(i
, s
));
4184 case WINED3DFMT_R16G16B16A16_SNORM
:
4185 GL_EXTCALL(glVertexAttrib4NsvARB(i
, (const GLshort
*)ptr
));
4187 case WINED3DFMT_R16G16B16A16_UNORM
:
4188 GL_EXTCALL(glVertexAttrib4NusvARB(i
, (const GLushort
*)ptr
));
4191 case WINED3DFMT_R10G10B10A2_UINT
:
4192 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4193 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4195 case WINED3DFMT_R10G10B10A2_SNORM
:
4196 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4197 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
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
4204 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4206 case WINED3DFMT_R16G16B16A16_FLOAT
:
4207 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4211 ERR("Unexpected declaration in stride 0 attributes\n");
4217 checkGLcall("Loading numbered arrays");
4220 static void load_vertex_data(struct wined3d_context
*context
,
4221 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
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
;
4227 TRACE("Using fast vertex array code\n");
4229 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4230 context
->instance_count
= 0;
4232 /* Blend Data ---------------------------------------------- */
4233 if ((si
->use_map
& (1 << WINED3D_FFP_BLENDWEIGHT
))
4234 || si
->use_map
& (1 << WINED3D_FFP_BLENDINDICES
))
4236 e
= &si
->elements
[WINED3D_FFP_BLENDWEIGHT
];
4238 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4240 TRACE("Blend %u %p %u\n", e
->format
->component_count
,
4241 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
, e
->stride
);
4243 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB
);
4244 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4246 GL_EXTCALL(glVertexBlendARB(e
->format
->component_count
+ 1));
4248 if (curVBO
!= e
->data
.buffer_object
)
4250 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4251 checkGLcall("glBindBufferARB");
4252 curVBO
= e
->data
.buffer_object
;
4255 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4256 e
->format
->gl_vtx_format
,
4257 e
->format
->gl_vtx_type
,
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
));
4263 checkGLcall("glWeightPointerARB");
4265 if (si
->use_map
& (1 << WINED3D_FFP_BLENDINDICES
))
4270 FIXME("blendMatrixIndices support\n");
4275 /* TODO: support blends in drawStridedSlow
4276 * No need to write a FIXME here, this is done after the general vertex decl decoding
4278 WARN("unsupported blending in openGl\n");
4283 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4285 static const GLbyte one
= 1;
4286 GL_EXTCALL(glWeightbvARB(1, &one
));
4287 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4291 /* Point Size ----------------------------------------------*/
4292 if (si
->use_map
& (1 << WINED3D_FFP_PSIZE
))
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 */
4299 /* Vertex Pointers -----------------------------------------*/
4300 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
4302 e
= &si
->elements
[WINED3D_FFP_POSITION
];
4304 if (curVBO
!= e
->data
.buffer_object
)
4306 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4307 checkGLcall("glBindBufferARB");
4308 curVBO
= e
->data
.buffer_object
;
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)");
4321 /* Normals -------------------------------------------------*/
4322 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
4324 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
4326 if (curVBO
!= e
->data
.buffer_object
)
4328 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4329 checkGLcall("glBindBufferARB");
4330 curVBO
= e
->data
.buffer_object
;
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)");
4344 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
4345 checkGLcall("glNormal3f(0, 0, 0)");
4348 /* Diffuse Colour --------------------------------------------*/
4349 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
4351 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4353 if (curVBO
!= e
->data
.buffer_object
)
4355 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4356 checkGLcall("glBindBufferARB");
4357 curVBO
= e
->data
.buffer_object
;
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)");
4372 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4373 checkGLcall("glColor4f(1, 1, 1, 1)");
4376 /* Specular Colour ------------------------------------------*/
4377 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
4379 TRACE("setting specular colour\n");
4381 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4383 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4385 GLenum type
= e
->format
->gl_vtx_type
;
4386 GLint format
= e
->format
->gl_vtx_format
;
4388 if (curVBO
!= e
->data
.buffer_object
)
4390 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4391 checkGLcall("glBindBufferARB");
4392 curVBO
= e
->data
.buffer_object
;
4395 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
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
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, ...)");
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, ...)");
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, ...)");
4430 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
4431 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4435 WARN("Specular colour is not supported in this GL implementation.\n");
4440 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4442 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
4443 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4447 WARN("Specular colour is not supported in this GL implementation.\n");
4451 /* Texture coords -------------------------------------------*/
4452 load_tex_coords(context
, si
, &curVBO
, state
);
4455 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4457 BOOL load_numbered
= use_vs(state
) && !context
->use_immediate_mode_draw
;
4458 BOOL load_named
= !use_vs(state
) && !context
->use_immediate_mode_draw
;
4460 if (isStateDirty(context
, STATE_VDECL
)) return;
4461 if (context
->numberedArraysLoaded
&& !load_numbered
)
4463 unload_numbered_arrays(context
);
4464 context
->numberedArraysLoaded
= FALSE
;
4465 context
->numbered_array_mask
= 0;
4467 else if (context
->namedArraysLoaded
)
4469 unload_vertex_data(context
->gl_info
);
4470 context
->namedArraysLoaded
= FALSE
;
4475 TRACE("Loading numbered arrays\n");
4476 load_numbered_arrays(context
, &context
->stream_info
, state
);
4477 context
->numberedArraysLoaded
= TRUE
;
4479 else if (load_named
)
4481 TRACE("Loading vertex data\n");
4482 load_vertex_data(context
, &context
->stream_info
, state
);
4483 context
->namedArraysLoaded
= TRUE
;
4487 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4489 if (isStateDirty(context
, STATE_STREAMSRC
))
4491 streamsrc(context
, state
, STATE_STREAMSRC
);
4494 void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4496 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4497 BOOL useVertexShaderFunction
= use_vs(state
);
4498 BOOL updateFog
= FALSE
;
4500 BOOL wasrhw
= context
->last_was_rhw
;
4503 transformed
= context
->stream_info
.position_transformed
;
4504 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
4507 context
->last_was_rhw
= transformed
;
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
)
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
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.
4528 * World and view matrix go into the same gl matrix, so only apply them when neither is
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
));
4539 if (context
->last_was_vshader
)
4543 if (!context
->d3d_info
->vs_clipping
4544 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
4546 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
4549 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4551 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4554 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
4555 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
4559 if(!context
->last_was_vshader
) {
4560 static BOOL warned
= FALSE
;
4561 if (!context
->d3d_info
->vs_clipping
)
4563 /* Disable all clip planes to get defined results on all drivers. See comment in the
4564 * state_clipping state handler
4566 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4568 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
+ i
);
4569 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4572 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4574 FIXME("Clipping not supported with vertex shaders\n");
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)));
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.
4598 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4600 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4605 context
->last_was_vshader
= useVertexShaderFunction
;
4606 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
4609 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
4611 if (!useVertexShaderFunction
)
4615 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4617 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
4618 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
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
;
4626 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_RENDER(WINED3D_RS_ZENABLE
)))
4627 state_zenable(context
, state
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4630 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
;
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
;
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
)
4647 gl_info
->gl_ops
.gl
.p_glViewport(vp
.x
, vp
.y
, vp
.width
, vp
.height
);
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
);
4657 checkGLcall("glViewport");
4660 void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
;
4671 void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
];
4679 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4680 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4685 float colRGBA
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
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]);
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");
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");
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");
4716 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4717 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4719 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
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
4726 switch (lightInfo
->OriginalParms
.type
)
4728 case WINED3D_LIGHT_POINT
:
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");
4748 case WINED3D_LIGHT_SPOT
:
4750 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->lightPosn
[0]);
4751 checkGLcall("glLightfv");
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");
4773 case WINED3D_LIGHT_DIRECTIONAL
:
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");
4785 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4788 /* Restore the modelview matrix */
4789 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4791 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4792 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4796 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4798 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4799 const RECT
*r
= &state
->scissor_rect
;
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
));
4806 if (context
->render_offscreen
)
4808 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, r
->top
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4812 const struct wined3d_surface
*target
= state
->fb
->render_targets
[0];
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
);
4819 checkGLcall("glScissor");
4822 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4824 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4825 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4827 if (!state
->index_buffer
|| !stream_info
->all_vbo
)
4829 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB
, 0));
4833 struct wined3d_buffer
*ib
= state
->index_buffer
;
4834 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB
, ib
->buffer_object
));
4838 static void frontface(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4840 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4842 if (context
->render_offscreen
)
4844 gl_info
->gl_ops
.gl
.p_glFrontFace(GL_CCW
);
4845 checkGLcall("glFrontFace(GL_CCW)");
4849 gl_info
->gl_ops
.gl
.p_glFrontFace(GL_CW
);
4850 checkGLcall("glFrontFace(GL_CW)");
4854 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4860 WARN("Point sprite coordinate origin switching not supported.\n");
4865 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4867 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4868 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4870 if (gl_info
->supported
[NV_POINT_SPRITE
])
4872 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4873 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4877 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4879 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4880 const struct wined3d_surface
*rt
= state
->fb
->render_targets
[0];
4882 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
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
);
4888 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
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
},
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
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
},
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
},
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
},
5086 const struct StateEntryTemplate vp_ffp_states
[] =
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
},
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
},
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
},
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
},
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
},
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
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
},
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
},
5588 /* Context activation is done by the caller. */
5589 static void ffp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5591 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5596 static void ffp_free(struct wined3d_device
*device
) {}
5598 static void vp_ffp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
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
;
5618 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5627 static void ffp_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
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
;
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
])
5645 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5646 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5647 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5648 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5649 | WINED3DTEXOPCAPS_LERP
5650 | WINED3DTEXOPCAPS_SUBTRACT
;
5652 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5653 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5655 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5656 | WINED3DTEXOPCAPS_MULTIPLYADD
5657 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5658 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5659 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5661 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5662 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5664 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5665 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5668 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5672 TRACE("Checking support for fixup:\n");
5673 dump_color_fixup_desc(fixup
);
5676 /* We only support identity conversions. */
5677 if (is_identity_fixup(fixup
))
5683 TRACE("[FAILED]\n");
5687 const struct fragment_pipeline ffp_fragment_pipeline
= {
5689 ffp_fragment_get_caps
,
5692 ffp_color_fixup_supported
,
5693 ffp_fragmentstate_template
,
5696 static void none_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5698 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5703 static void none_free(struct wined3d_device
*device
) {}
5705 static void vp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5707 memset(caps
, 0, sizeof(*caps
));
5710 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5719 static void fp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5721 memset(caps
, 0, sizeof(*caps
));
5724 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5726 return is_identity_fixup(fixup
);
5729 const struct fragment_pipeline none_fragment_pipe
=
5735 fp_none_color_fixup_supported
,
5739 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5742 for(i
= 0; funcs
[i
]; i
++);
5746 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
);
5752 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
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
);
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
)
5762 unsigned int start
, last
, i
;
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
)
5768 state_table
[i
].representative
= 0;
5769 state_table
[i
].apply
= state_undefined
;
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
)
5776 state_table
[i
].representative
= 0;
5777 state_table
[i
].apply
= state_undefined
;
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
)
5784 state_table
[i
].representative
= 0;
5785 state_table
[i
].apply
= state_undefined
;
5789 static void validate_state_table(struct StateEntry
*state_table
)
5811 static const DWORD simple_states
[] =
5817 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5818 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5819 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5824 STATE_POINTSPRITECOORDORIGIN
,
5825 STATE_BASEVERTEXINDEX
,
5827 STATE_POINT_SIZE_ENABLE
,
5829 unsigned int i
, current
;
5831 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
5833 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
5835 if (!state_table
[i
].representative
)
5836 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
5838 else if (state_table
[i
].representative
)
5839 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
5841 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
5844 for (i
= 0; i
< sizeof(simple_states
) / sizeof(*simple_states
); ++i
)
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
]);
5851 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5853 DWORD rep
= state_table
[i
].representative
;
5856 if (state_table
[rep
].representative
!= rep
)
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;
5865 if (state_table
[i
].apply
)
5866 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
5868 else if (!state_table
[i
].apply
)
5870 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
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
)
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];
5886 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5888 for(i
= 0; i
< STATE_HIGHEST
+ 1; i
++) {
5889 StateTable
[i
].representative
= 0;
5890 StateTable
[i
].apply
= state_undefined
;
5893 for(type
= 0; type
< 3; type
++) {
5894 /* This switch decides the order in which the states are applied */
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 */
5903 /* GL extension filtering should not prevent multiple handlers being applied from different
5906 memset(set
, 0, sizeof(set
));
5908 for(i
= 0; cur
[i
].state
; i
++) {
5909 APPLYSTATEFUNC
*funcs_array
;
5911 /* Only use the first matching state with the available extension from one template.
5913 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5914 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5916 * if GL_XYZ_fancy is supported, ignore the 2nd line
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
5929 if (!cur
[i
].content
.representative
) continue;
5931 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
5932 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
5935 StateTable
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
5938 StateTable
[cur
[i
].state
].apply
= multistate_apply_2
;
5939 dev_multistate_funcs
[cur
[i
].state
] = HeapAlloc(GetProcessHeap(),
5941 sizeof(**dev_multistate_funcs
) * 2);
5942 if (!dev_multistate_funcs
[cur
[i
].state
]) {
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];
5950 StateTable
[cur
[i
].state
].apply
= multistate_apply_3
;
5951 funcs_array
= HeapReAlloc(GetProcessHeap(),
5953 dev_multistate_funcs
[cur
[i
].state
],
5954 sizeof(**dev_multistate_funcs
) * 3);
5959 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
5960 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
5963 ERR("Unexpected amount of state handlers for state %u: %u\n",
5964 cur
[i
].state
, handlers
+ 1);
5967 if (StateTable
[cur
[i
].state
].representative
5968 && StateTable
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
5970 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5971 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
5973 StateTable
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
5977 prune_invalid_states(StateTable
, gl_info
, d3d_info
);
5978 validate_state_table(StateTable
);
5983 for (i
= 0; i
<= STATE_HIGHEST
; ++i
) {
5984 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs
[i
]);
5987 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1)*sizeof(*dev_multistate_funcs
));
5989 return E_OUTOFMEMORY
;