wine/dlls/wined3d/ffp_gl.c

5301 lines
307 KiB
C

/*
* GL fixed-function pipeline
*
* Copyright 2002 Lionel Ulmer
* Copyright 2002-2005 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Henri Verbeet
* Copyright 2006-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include <stdio.h>
#include "wined3d_private.h"
#include "wined3d_gl.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* Context activation for state handler is done by the caller. */
static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
ERR("Undefined state %s (%#lx).\n", debug_d3dstate(state_id), state_id);
}
void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
}
static void fillmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
{
enum wined3d_fill_mode mode = r ? r->desc.fill_mode : WINED3D_FILL_SOLID;
switch (mode)
{
case WINED3D_FILL_POINT:
gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
break;
case WINED3D_FILL_WIREFRAME:
gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
break;
case WINED3D_FILL_SOLID:
gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
break;
default:
FIXME("Unrecognized fill mode %#x.\n", mode);
}
}
static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
/* Lighting is not enabled if transformed vertices are drawn, but lighting
* does not affect the stream sources, so it is not grouped for
* performance reasons. */
if (state->render_states[WINED3D_RS_LIGHTING]
&& !context->stream_info.position_transformed)
{
gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
checkGLcall("glEnable GL_LIGHTING");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
checkGLcall("glDisable GL_LIGHTING");
}
}
static void cullmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
{
enum wined3d_cull mode = r ? r->desc.cull_mode : WINED3D_CULL_BACK;
/* glFrontFace() is set in context.c at context init and on an
* offscreen / onscreen rendering switch. */
switch (mode)
{
case WINED3D_CULL_NONE:
gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
checkGLcall("glDisable GL_CULL_FACE");
break;
case WINED3D_CULL_FRONT:
gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
checkGLcall("glEnable GL_CULL_FACE");
gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
checkGLcall("glCullFace(GL_FRONT)");
break;
case WINED3D_CULL_BACK:
gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
checkGLcall("glEnable GL_CULL_FACE");
gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
checkGLcall("glCullFace(GL_BACK)");
break;
default:
FIXME("Unrecognized cull mode %#x.\n", mode);
}
}
void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
switch (state->render_states[WINED3D_RS_SHADEMODE])
{
case WINED3D_SHADE_FLAT:
gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
checkGLcall("glShadeModel(GL_FLAT)");
break;
case WINED3D_SHADE_GOURAUD:
/* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
* in D3D. */
case WINED3D_SHADE_PHONG:
gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
checkGLcall("glShadeModel(GL_SMOOTH)");
break;
default:
FIXME("Unrecognized shade mode %#x.\n",
state->render_states[WINED3D_RS_SHADEMODE]);
}
}
static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
if (state->render_states[WINED3D_RS_DITHERENABLE])
{
gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
checkGLcall("glEnable GL_DITHER");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
checkGLcall("glDisable GL_DITHER");
}
}
GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
{
switch (f)
{
case WINED3D_CMP_NEVER:
return GL_NEVER;
case WINED3D_CMP_LESS:
return GL_LESS;
case WINED3D_CMP_EQUAL:
return GL_EQUAL;
case WINED3D_CMP_LESSEQUAL:
return GL_LEQUAL;
case WINED3D_CMP_GREATER:
return GL_GREATER;
case WINED3D_CMP_NOTEQUAL:
return GL_NOTEQUAL;
case WINED3D_CMP_GREATEREQUAL:
return GL_GEQUAL;
case WINED3D_CMP_ALWAYS:
return GL_ALWAYS;
default:
if (!f)
WARN("Unrecognized compare function %#x.\n", f);
else
FIXME("Unrecognized compare function %#x.\n", f);
return GL_NONE;
}
}
static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
struct wined3d_color color;
wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
TRACE("Setting ambient to %s.\n", debug_color(&color));
gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
checkGLcall("glLightModel for MODEL_AMBIENT");
}
static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
{
switch (op)
{
case WINED3D_BLEND_OP_ADD:
return GL_FUNC_ADD;
case WINED3D_BLEND_OP_SUBTRACT:
return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
case WINED3D_BLEND_OP_REVSUBTRACT:
return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
case WINED3D_BLEND_OP_MIN:
return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
case WINED3D_BLEND_OP_MAX:
return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
default:
if (!op)
WARN("Unhandled blend op %#x.\n", op);
else
FIXME("Unhandled blend op %#x.\n", op);
return GL_FUNC_ADD;
}
}
static void blendop(const struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
{
const struct wined3d_blend_state *b = state->blend_state;
GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
GLenum blend_equation = GL_FUNC_ADD_EXT;
if (!gl_info->supported[WINED3D_GL_BLEND_EQUATION])
{
WARN("Unsupported in local OpenGL implementation: glBlendEquation.\n");
return;
}
/* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
if (b->desc.rt[0].op_alpha && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
{
WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
return;
}
blend_equation = gl_blend_op(gl_info, b->desc.rt[0].op);
blend_equation_alpha = gl_blend_op(gl_info, b->desc.rt[0].op_alpha);
TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
if (b->desc.rt[0].op != b->desc.rt[0].op_alpha)
{
GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
checkGLcall("glBlendEquationSeparate");
}
else
{
GL_EXTCALL(glBlendEquation(blend_equation));
checkGLcall("glBlendEquation");
}
}
static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
{
switch (factor)
{
case WINED3D_BLEND_ZERO:
return GL_ZERO;
case WINED3D_BLEND_ONE:
return GL_ONE;
case WINED3D_BLEND_SRCCOLOR:
return GL_SRC_COLOR;
case WINED3D_BLEND_INVSRCCOLOR:
return GL_ONE_MINUS_SRC_COLOR;
case WINED3D_BLEND_SRCALPHA:
return GL_SRC_ALPHA;
case WINED3D_BLEND_INVSRCALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case WINED3D_BLEND_DESTCOLOR:
return GL_DST_COLOR;
case WINED3D_BLEND_INVDESTCOLOR:
return GL_ONE_MINUS_DST_COLOR;
/* To compensate for the lack of format switching with backbuffer
* offscreen rendering, and with onscreen rendering, we modify the
* alpha test parameters for (INV)DESTALPHA if the render target
* doesn't support alpha blending. A nonexistent alpha channel
* returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
* WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
case WINED3D_BLEND_DESTALPHA:
return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
case WINED3D_BLEND_INVDESTALPHA:
return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
case WINED3D_BLEND_SRCALPHASAT:
return GL_SRC_ALPHA_SATURATE;
case WINED3D_BLEND_BLENDFACTOR:
return GL_CONSTANT_COLOR_EXT;
case WINED3D_BLEND_INVBLENDFACTOR:
return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
case WINED3D_BLEND_SRC1COLOR:
return GL_SRC1_COLOR;
case WINED3D_BLEND_INVSRC1COLOR:
return GL_ONE_MINUS_SRC1_COLOR;
case WINED3D_BLEND_SRC1ALPHA:
return GL_SRC1_ALPHA;
case WINED3D_BLEND_INVSRC1ALPHA:
return GL_ONE_MINUS_SRC1_ALPHA;
default:
if (!factor)
WARN("Unhandled blend factor %#x.\n", factor);
else
FIXME("Unhandled blend factor %#x.\n", factor);
return GL_NONE;
}
}
static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend,
enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend,
const struct wined3d_format *rt_format)
{
/* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
* source blending values which are still valid up to d3d9. They should
* not occur as dest blend values. */
if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA)
{
*src_blend = GL_SRC_ALPHA;
*dst_blend = GL_ONE_MINUS_SRC_ALPHA;
}
else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
{
*src_blend = GL_ONE_MINUS_SRC_ALPHA;
*dst_blend = GL_SRC_ALPHA;
}
else
{
*src_blend = gl_blend_factor(d3d_src_blend, rt_format);
*dst_blend = gl_blend_factor(d3d_dst_blend, rt_format);
}
}
static void state_blend_factor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
}
static void state_blend_factor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_color *factor = &state->blend_factor;
TRACE("Setting blend factor to %s.\n", debug_color(factor));
GL_EXTCALL(glBlendColor(factor->r, factor->g, factor->b, factor->a));
checkGLcall("glBlendColor");
}
static BOOL is_blend_enabled(struct wined3d_context *context, const struct wined3d_state *state, UINT index)
{
const struct wined3d_blend_state *b = state->blend_state;
if (!state->fb.render_targets[index])
return FALSE;
if (!b->desc.rt[index].enable)
return FALSE;
/* Disable blending in all cases even without pixel shaders.
* With blending on we could face a big performance penalty.
* The d3d9 visual test confirms the behavior. */
if (context->render_offscreen
&& !(state->fb.render_targets[index]->format_caps & WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING))
return FALSE;
return TRUE;
}
static void blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_blend_state *b = state->blend_state;
const struct wined3d_format *rt_format;
GLenum src_blend, dst_blend;
unsigned int mask;
if (gl_info->supported[ARB_MULTISAMPLE])
{
if (b && b->desc.alpha_to_coverage)
gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
else
gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
}
if (b && b->desc.independent)
WARN("Independent blend is not supported by this GL implementation.\n");
mask = b ? b->desc.rt[0].writemask : 0xf;
gl_info->gl_ops.gl.p_glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
checkGLcall("glColorMask");
if (!b || !is_blend_enabled(context, state, 0))
{
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
return;
}
gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
checkGLcall("glEnable GL_BLEND");
rt_format = state->fb.render_targets[0]->format;
gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[0].src, b->desc.rt[0].dst, rt_format);
blendop(state, gl_info);
if (b->desc.rt[0].src != b->desc.rt[0].src_alpha || b->desc.rt[0].dst != b->desc.rt[0].dst_alpha)
{
GLenum src_blend_alpha, dst_blend_alpha;
/* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
if (!gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
{
WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
return;
}
gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, b->desc.rt[0].src_alpha, b->desc.rt[0].dst_alpha, rt_format);
GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
checkGLcall("glBlendFuncSeparate");
}
else
{
TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend);
gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend);
checkGLcall("glBlendFunc");
}
/* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
* updating. */
if (state->render_states[WINED3D_RS_COLORKEYENABLE])
context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
}
static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
{
GL_EXTCALL(glColorMaski(index,
mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
checkGLcall("glColorMaski");
}
static void blend_db2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
const struct wined3d_blend_state *b = state->blend_state;
const struct wined3d_format *rt_format;
BOOL dual_source = b && b->dual_source;
unsigned int i;
if (b && b->desc.alpha_to_coverage)
gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
else
gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
if (context->last_was_dual_source_blend != dual_source)
{
/* Dual source blending changes the location of the output varyings. */
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
context->last_was_dual_source_blend = dual_source;
}
if (!b || !b->desc.independent)
{
blend(context, state, state_id);
return;
}
rt_format = state->fb.render_targets[0]->format;
gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[0].src, b->desc.rt[0].dst, rt_format);
gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, b->desc.rt[0].src_alpha, b->desc.rt[0].dst_alpha, rt_format);
GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
checkGLcall("glBlendFuncSeparate");
GL_EXTCALL(glBlendEquationSeparate(gl_blend_op(gl_info, b->desc.rt[0].op),
gl_blend_op(gl_info, b->desc.rt[0].op_alpha)));
checkGLcall("glBlendEquationSeparate");
for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
{
set_color_mask(gl_info, i, b->desc.rt[i].writemask);
if (!is_blend_enabled(context, state, i))
{
GL_EXTCALL(glDisablei(GL_BLEND, i));
checkGLcall("glDisablei GL_BLEND");
continue;
}
GL_EXTCALL(glEnablei(GL_BLEND, i));
checkGLcall("glEnablei GL_BLEND");
if (b->desc.rt[i].src != b->desc.rt[0].src
|| b->desc.rt[i].dst != b->desc.rt[0].dst
|| b->desc.rt[i].op != b->desc.rt[0].op
|| b->desc.rt[i].src_alpha != b->desc.rt[0].src_alpha
|| b->desc.rt[i].dst_alpha != b->desc.rt[0].dst_alpha
|| b->desc.rt[i].op_alpha != b->desc.rt[0].op_alpha)
WARN("Independent blend equations and blend functions are not supported by this GL implementation.\n");
}
/* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
* updating. */
if (state->render_states[WINED3D_RS_COLORKEYENABLE])
context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
}
static void blend_dbb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_blend_state *b = state->blend_state;
BOOL dual_source = b && b->dual_source;
unsigned int i;
if (b && b->desc.alpha_to_coverage)
gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
else
gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
if (context->last_was_dual_source_blend != dual_source)
{
/* Dual source blending changes the location of the output varyings. */
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
context->last_was_dual_source_blend = dual_source;
}
if (!b || !b->desc.independent)
{
blend(context, state, state_id);
return;
}
for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
{
GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
const struct wined3d_format *rt_format;
set_color_mask(gl_info, i, b->desc.rt[i].writemask);
if (!is_blend_enabled(context, state, i))
{
GL_EXTCALL(glDisablei(GL_BLEND, i));
checkGLcall("glDisablei GL_BLEND");
continue;
}
GL_EXTCALL(glEnablei(GL_BLEND, i));
checkGLcall("glEnablei GL_BLEND");
rt_format = state->fb.render_targets[i]->format;
gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[i].src, b->desc.rt[i].dst, rt_format);
gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha,
b->desc.rt[i].src_alpha, b->desc.rt[i].dst_alpha, rt_format);
GL_EXTCALL(glBlendFuncSeparatei(i, src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
checkGLcall("glBlendFuncSeparatei");
GL_EXTCALL(glBlendEquationSeparatei(i, gl_blend_op(gl_info, b->desc.rt[i].op),
gl_blend_op(gl_info, b->desc.rt[i].op_alpha)));
checkGLcall("glBlendEquationSeparatei");
}
/* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
* updating. */
if (state->render_states[WINED3D_RS_COLORKEYENABLE])
context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
}
void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_texture *texture = wined3d_state_get_ffp_texture(state, 0);
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
int glParm = 0;
float ref;
BOOL enable_ckey = FALSE;
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
/* Find out if the texture on the first stage has a ckey set. The alpha
* state func reads the texture settings, even though alpha and texture
* are not grouped together. This is to avoid making a huge alpha +
* texture + texture stage + ckey block due to the hardly used
* WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
* function will call alpha in case it finds some texture + colorkeyenable
* combination which needs extra care. */
if (texture && (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
enable_ckey = TRUE;
if (enable_ckey || context->last_was_ckey)
context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
context->last_was_ckey = enable_ckey;
if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
|| (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
{
gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable GL_ALPHA_TEST");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable GL_ALPHA_TEST");
/* Alpha test is disabled, don't bother setting the params - it will happen on the next
* enable call
*/
return;
}
if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
{
glParm = GL_NOTEQUAL;
ref = 0.0f;
}
else
{
ref = wined3d_alpha_ref(state);
glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
}
if (glParm)
{
gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc");
}
}
void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
uint32_t enable_mask;
if (use_vs(state) && !context->d3d_info->vs_clipping)
{
static BOOL warned;
/* The OpenGL spec says that clipping planes are disabled when using
* shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
* driver keeps clipping planes activated with shaders in some
* conditions I got sick of tracking down. The shader state handler
* disables all clip planes because of that - don't do anything here
* and keep them disabled. */
if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
FIXME("Clipping not supported with vertex shaders.\n");
return;
}
/* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
* The enabled / disabled planes are hardcoded into the shader. Update the
* shader to update the enabled clipplanes. In case of fixed function, we
* need to update the clipping field from ffp_vertex_settings. */
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
/* If enabling / disabling all
* TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
*/
enable_mask = state->render_states[WINED3D_RS_CLIPPING] ?
state->render_states[WINED3D_RS_CLIPPLANEENABLE] : 0;
wined3d_context_gl_enable_clip_distances(context_gl, enable_mask);
}
static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
* and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
* specular color. This is wrong:
* Separate specular color means the specular colour is maintained separately, whereas
* single color means it is merged in. However in both cases they are being used to
* some extent.
* To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
* NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
* running 1.4 yet!
*
*
* If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
* Instead, we need to setup the FinalCombiner properly.
*
* The default setup for the FinalCombiner is:
*
* <variable> <input> <mapping> <usage>
* GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
* GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
* GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
* GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
* GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
* GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
* GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
*
* That's pretty much fine as it is, except for variable B, which needs to take
* either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
* whether WINED3D_RS_SPECULARENABLE is enabled or not.
*/
TRACE("Setting specular enable state and materials\n");
if (state->render_states[WINED3D_RS_SPECULARENABLE])
{
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
checkGLcall("glMaterialfv");
if (state->material.power > gl_info->limits.shininess)
{
/* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
* and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
* allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
* value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
* them, it should be safe to do so without major visual distortions.
*/
WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
}
else
{
gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
}
checkGLcall("glMaterialf(GL_SHININESS)");
if (gl_info->supported[EXT_SECONDARY_COLOR])
gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
else
TRACE("Specular colors cannot be enabled in this version of opengl\n");
checkGLcall("glEnable(GL_COLOR_SUM)");
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
checkGLcall("glFinalCombinerInputNV()");
}
} else {
static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
/* for the case of enabled lighting: */
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv");
/* for the case of disabled lighting: */
if (gl_info->supported[EXT_SECONDARY_COLOR])
gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
else
TRACE("Specular colors cannot be disabled in this version of opengl\n");
checkGLcall("glDisable(GL_COLOR_SUM)");
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
checkGLcall("glFinalCombinerInputNV()");
}
}
TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
TRACE("ambient %s\n", debug_color(&state->material.ambient));
TRACE("specular %s\n", debug_color(&state->material.specular));
TRACE("emissive %s\n", debug_color(&state->material.emissive));
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
checkGLcall("glMaterialfv(GL_AMBIENT)");
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
checkGLcall("glMaterialfv(GL_DIFFUSE)");
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
checkGLcall("glMaterialfv(GL_EMISSION)");
}
static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_color color;
unsigned int i;
/* Note the texture color applies to all textures whereas
* GL_TEXTURE_ENV_COLOR applies to active only. */
wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
/* And now the default texture color as well */
for (i = 0; i < context->d3d_info->ffp_fragment_caps.max_blend_stages; ++i)
{
/* Note the WINED3D_RS value applies to all textures, but GL has one
* per texture, so apply it now ready to be used! */
wined3d_context_gl_active_texture(context_gl, gl_info, i);
gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
}
}
static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
GL_EXTCALL(glActiveStencilFaceEXT(face));
checkGLcall("glActiveStencilFaceEXT(...)");
gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
checkGLcall("glStencilFunc(...)");
gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
checkGLcall("glStencilOp(...)");
}
static GLenum gl_stencil_op(enum wined3d_stencil_op op)
{
switch (op)
{
case WINED3D_STENCIL_OP_KEEP:
return GL_KEEP;
case WINED3D_STENCIL_OP_ZERO:
return GL_ZERO;
case WINED3D_STENCIL_OP_REPLACE:
return GL_REPLACE;
case WINED3D_STENCIL_OP_INCR_SAT:
return GL_INCR;
case WINED3D_STENCIL_OP_DECR_SAT:
return GL_DECR;
case WINED3D_STENCIL_OP_INVERT:
return GL_INVERT;
case WINED3D_STENCIL_OP_INCR:
return GL_INCR_WRAP;
case WINED3D_STENCIL_OP_DECR:
return GL_DECR_WRAP;
default:
if (!op)
WARN("Unrecognized stencil op %#x.\n", op);
else
FIXME("Unrecognized stencil op %#x.\n", op);
return GL_KEEP;
}
}
static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
GLint func;
GLint func_back;
GLint ref;
GLuint mask;
GLint stencilFail;
GLint stencilFail_back;
GLint stencilPass;
GLint stencilPass_back;
GLint depthFail;
GLint depthFail_back;
/* No stencil test without a stencil buffer. */
if (!state->fb.depth_stencil || !d || !d->desc.stencil)
{
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
checkGLcall("glDisable GL_STENCIL_TEST");
return;
}
if (!(func = wined3d_gl_compare_func(d->desc.front.func)))
func = GL_ALWAYS;
if (!(func_back = wined3d_gl_compare_func(d->desc.back.func)))
func_back = GL_ALWAYS;
mask = d->desc.stencil_read_mask;
ref = state->stencil_ref & wined3d_mask_from_size(state->fb.depth_stencil->format->stencil_size);
stencilFail = gl_stencil_op(d->desc.front.fail_op);
depthFail = gl_stencil_op(d->desc.front.depth_fail_op);
stencilPass = gl_stencil_op(d->desc.front.pass_op);
stencilFail_back = gl_stencil_op(d->desc.back.fail_op);
depthFail_back = gl_stencil_op(d->desc.back.depth_fail_op);
stencilPass_back = gl_stencil_op(d->desc.back.pass_op);
TRACE("(ref %x, mask %x, "
"GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
"GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
ref, mask,
func, stencilFail, depthFail, stencilPass,
func_back, stencilFail_back, depthFail_back, stencilPass_back);
if (memcmp(&d->desc.front, &d->desc.back, sizeof(d->desc.front)))
{
gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
checkGLcall("glEnable GL_STENCIL_TEST");
if (gl_info->supported[WINED3D_GL_VERSION_2_0])
{
GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask));
GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
checkGLcall("setting two sided stencil state");
}
else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
/* Apply back first, then front. This function calls glActiveStencilFaceEXT,
* which has an effect on the code below too. If we apply the front face
* afterwards, we are sure that the active stencil face is set to front,
* and other stencil functions which do not use two sided stencil do not have
* to set it back
*/
renderstate_stencil_twosided(context, GL_BACK,
func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back);
renderstate_stencil_twosided(context, GL_FRONT,
func, ref, mask, stencilFail, depthFail, stencilPass);
}
else if (gl_info->supported[ATI_SEPARATE_STENCIL])
{
GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask));
checkGLcall("glStencilFuncSeparateATI(...)");
GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
}
else
{
FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
}
}
else
{
if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
}
/* This code disables the ATI extension as well, since the standard stencil functions are equal
* to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
*/
gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
checkGLcall("glEnable GL_STENCIL_TEST");
gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
checkGLcall("glStencilFunc(...)");
gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
checkGLcall("glStencilOp(...)");
}
}
static void depth(struct wined3d_context *context, const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
BOOL enable_depth = d ? d->desc.depth : TRUE;
GLenum depth_func = GL_LESS;
if (!state->fb.depth_stencil)
{
TRACE("No depth/stencil buffer is attached; disabling depth test.\n");
enable_depth = FALSE;
}
if (enable_depth)
{
gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
checkGLcall("glEnable GL_DEPTH_TEST");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
checkGLcall("glDisable GL_DEPTH_TEST");
}
if (!d || d->desc.depth_write)
{
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
checkGLcall("glDepthMask(GL_TRUE)");
}
else
{
gl_info->gl_ops.gl.p_glDepthMask(GL_FALSE);
checkGLcall("glDepthMask(GL_FALSE)");
}
if (d)
depth_func = wined3d_gl_compare_func(d->desc.depth_func);
if (depth_func)
{
gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
checkGLcall("glDepthFunc");
}
if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
{
/* If min is larger than max, an INVALID_VALUE error is generated.
* In d3d9, the test is not performed in this case. */
if (state->depth_bounds_enable && state->depth_bounds_min <= state->depth_bounds_max)
{
gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
GL_EXTCALL(glDepthBoundsEXT(state->depth_bounds_min, state->depth_bounds_max));
checkGLcall("glDepthBoundsEXT");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
}
}
if (context->stream_info.position_transformed && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
}
static void depth_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
GLuint stencil_write_mask = 0;
depth(context, state);
state_stencil(context, state);
if (state->fb.depth_stencil)
stencil_write_mask = d ? d->desc.stencil_write_mask : ~0u;
gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
checkGLcall("glStencilMask");
}
static void depth_stencil_2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
GLuint stencil_write_mask = 0;
depth(context, state);
state_stencil(context, state);
if (state->fb.depth_stencil)
stencil_write_mask = d ? d->desc.stencil_write_mask : ~0u;
GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
checkGLcall("glStencilMask");
GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
}
static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
if (!state->render_states[WINED3D_RS_FOGENABLE])
return;
/* Table fog on: Never use fog coords, and use per-fragment fog */
if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
{
gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
if (context->fog_coord)
{
gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
}
/* Range fog is only used with per-vertex fog in d3d */
if (gl_info->supported[NV_FOG_DISTANCE])
{
gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
}
return;
}
/* Otherwise use per-vertex fog in any case */
gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->stream_info.position_transformed)
{
/* No fog at all, or transformed vertices: Use fog coord */
if (!context->fog_coord)
{
gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
context->fog_coord = TRUE;
}
}
else
{
/* Otherwise, use the fragment depth */
if (context->fog_coord)
{
gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
}
if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
{
if (gl_info->supported[NV_FOG_DISTANCE])
{
gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
}
else
{
WARN("Range fog enabled, but not supported by this GL implementation.\n");
}
}
else if (gl_info->supported[NV_FOG_DISTANCE])
{
gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
}
}
}
void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
float fogstart, fogend;
get_fog_start_end(context, state, &fogstart, &fogend);
gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
checkGLcall("glFogf(GL_FOG_START, fogstart)");
TRACE("Fog Start == %f\n", fogstart);
gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
checkGLcall("glFogf(GL_FOG_END, fogend)");
TRACE("Fog End == %f\n", fogend);
}
void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
enum fogsource new_source;
DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
if (!state->render_states[WINED3D_RS_FOGENABLE])
{
/* No fog? Disable it, and we're done :-) */
gl_info->p_glDisableWINE(GL_FOG);
checkGLcall("glDisable GL_FOG");
return;
}
/* Fog Rules:
*
* With fixed function vertex processing, Direct3D knows 2 different fog input sources.
* It can use the Z value of the vertex, or the alpha component of the specular color.
* This depends on the fog vertex, fog table and the vertex declaration. If the Z value
* is used, fogstart, fogend and the equation type are used, otherwise linear fog with
* start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
*
* FOGTABLEMODE != NONE:
* The Z value is used, with the equation specified, no matter what vertex type.
*
* FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
* Per vertex fog is calculated using the specified fog equation and the parameters
*
* FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
* FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
* Linear fog with start = 255.0, end = 0.0, input comes from the specular color
*
*
* Rules for vertex fog with shaders:
*
* When mixing fixed function functionality with the programmable pipeline, D3D expects
* the fog computation to happen during transformation while openGL expects it to happen
* during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
* the pixel shader while openGL always expects the pixel shader to handle the blending.
* To solve this problem, WineD3D does:
* 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
* shader,
* and 2) disables the fog computation (in either the fixed function or programmable
* rasterizer) if using a vertex program.
*
* D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
* D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
* fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
* the specular color, a vertex shader counts as pretransformed geometry in this case.
* There are some GL differences between specular fog coords and vertex shaders though.
*
* With table fog the vertex shader fog coordinate is ignored.
*
* If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
* without shaders).
*/
/* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
* the system will apply only pixel(=table) fog effects."
*/
if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
{
if (use_vs(state))
{
gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
new_source = FOGSOURCE_VS;
}
else
{
switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
{
/* If processed vertices are used, fall through to the NONE case */
case WINED3D_FOG_EXP:
if (!context->stream_info.position_transformed)
{
gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
new_source = FOGSOURCE_FFP;
break;
}
/* drop through */
case WINED3D_FOG_EXP2:
if (!context->stream_info.position_transformed)
{
gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
new_source = FOGSOURCE_FFP;
break;
}
/* drop through */
case WINED3D_FOG_LINEAR:
if (!context->stream_info.position_transformed)
{
gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
new_source = FOGSOURCE_FFP;
break;
}
/* drop through */
case WINED3D_FOG_NONE:
/* Both are none? According to msdn the alpha channel of
* the specular colour contains a fog factor. Set it in
* draw_primitive_immediate_mode(). Same happens with
* vertex fog on transformed vertices. */
new_source = FOGSOURCE_COORD;
gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
break;
default:
FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
state->render_states[WINED3D_RS_FOGVERTEXMODE]);
new_source = FOGSOURCE_FFP; /* Make the compiler happy */
}
}
} else {
new_source = FOGSOURCE_FFP;
switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
{
case WINED3D_FOG_EXP:
gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
break;
case WINED3D_FOG_EXP2:
gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
break;
case WINED3D_FOG_LINEAR:
gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
break;
case WINED3D_FOG_NONE: /* Won't happen */
default:
FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
state->render_states[WINED3D_RS_FOGTABLEMODE]);
}
}
gl_info->p_glEnableWINE(GL_FOG);
checkGLcall("glEnable GL_FOG");
if (new_source != context->fog_source || fogstart == fogend)
{
context->fog_source = new_source;
state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
}
}
void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
struct wined3d_color color;
wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
checkGLcall("glFog GL_FOG_COLOR");
}
void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
union {
DWORD d;
float f;
} tmpvalue;
tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
}
/* Activates the texture dimension according to the bound D3D texture. Does
* not care for the colorop or correct gl texture unit (when using nvrc).
* Requires the caller to activate the correct unit. */
/* Context activation is done by the caller (state handler). */
void texture_activate_dimensions(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
{
if (texture)
{
switch (wined3d_texture_gl(texture)->target)
{
case GL_TEXTURE_2D:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
break;
case GL_TEXTURE_RECTANGLE_ARB:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
break;
case GL_TEXTURE_3D:
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
checkGLcall("glEnable(GL_TEXTURE_3D)");
break;
case GL_TEXTURE_CUBE_MAP_ARB:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
break;
}
}
else
{
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
/* Binding textures is done by samplers. A dummy texture will be bound. */
}
}
/* Context activation is done by the caller (state handler). */
void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
unsigned int sampler = state_id - STATE_SAMPLER(0);
unsigned int mapped_stage;
/* No need to enable / disable anything here for unused samplers. The
* tex_colorop handler takes care. Also no action is needed with pixel
* shaders, or if tex_colorop will take care of this business. */
mapped_stage = context_gl->tex_unit_map[sampler];
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context_gl->gl_info->limits.ffp_textures)
return;
if (sampler >= context->lowest_disabled_stage)
return;
if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
return;
wined3d_context_gl_active_texture(context_gl, context_gl->gl_info, sampler);
texture_activate_dimensions(wined3d_state_get_ffp_texture(state, sampler), context_gl->gl_info);
}
static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
GLenum Parm = 0;
context_gl->untracked_material_count = 0;
if ((context_gl->c.stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
&& state->render_states[WINED3D_RS_COLORVERTEX])
{
TRACE("diff %d, amb %d, emis %d, spec %d\n",
state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
{
if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
Parm = GL_AMBIENT_AND_DIFFUSE;
else
Parm = GL_DIFFUSE;
if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
}
else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
{
Parm = GL_AMBIENT;
if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
}
else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
{
Parm = GL_EMISSION;
if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
}
else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
{
Parm = GL_SPECULAR;
}
}
/* Nothing changed, return. */
if (Parm == context_gl->tracking_parm)
return;
if (!Parm)
{
gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
checkGLcall("glDisable GL_COLOR_MATERIAL");
}
else
{
gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
checkGLcall("glEnable(GL_COLOR_MATERIAL)");
}
/* Apparently calls to glMaterialfv are ignored for properties we're
* tracking with glColorMaterial, so apply those here. */
switch (context_gl->tracking_parm)
{
case GL_AMBIENT_AND_DIFFUSE:
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
checkGLcall("glMaterialfv");
break;
case GL_DIFFUSE:
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
checkGLcall("glMaterialfv");
break;
case GL_AMBIENT:
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
checkGLcall("glMaterialfv");
break;
case GL_EMISSION:
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
checkGLcall("glMaterialfv");
break;
case GL_SPECULAR:
/* Only change material color if specular is enabled, otherwise it is set to black */
if (state->render_states[WINED3D_RS_SPECULARENABLE])
{
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
checkGLcall("glMaterialfv");
}
else
{
static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv");
}
break;
}
context_gl->tracking_parm = Parm;
}
static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
union
{
DWORD d;
struct wined3d_line_pattern lp;
} tmppattern;
tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
if (tmppattern.lp.repeat_factor)
{
gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
checkGLcall("glLineStipple(repeat, linepattern)");
gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
checkGLcall("glEnable(GL_LINE_STIPPLE);");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
checkGLcall("glDisable(GL_LINE_STIPPLE);");
}
}
static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
static unsigned int once;
if (!once++)
FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
}
static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
/* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
* from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
* by zero and is not properly defined in opengl, so avoid it
*/
if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
&& (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
{
gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
checkGLcall("glEnable(GL_NORMALIZE);");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
checkGLcall("glDisable(GL_NORMALIZE);");
}
}
static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
float min, max;
get_pointsize_minmax(context, state, &min, &max);
if (min != 1.0f)
FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
if (max != 64.0f)
FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
}
static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
float min, max;
get_pointsize_minmax(context, state, &min, &max);
GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
checkGLcall("glPointParameterfEXT(...)");
GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
checkGLcall("glPointParameterfEXT(...)");
}
static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
float min, max;
get_pointsize_minmax(context, state, &min, &max);
GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
checkGLcall("glPointParameterfARB(...)");
GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
checkGLcall("glPointParameterfARB(...)");
}
static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
float att[3];
float pointsize;
get_pointsize(context, state, &pointsize, att);
if (gl_info->supported[ARB_POINT_PARAMETERS])
{
GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
}
else if (gl_info->supported[EXT_POINT_PARAMETERS])
{
GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
}
else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
{
WARN("POINT_PARAMETERS not supported in this version of opengl\n");
}
gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
checkGLcall("glPointSize(...);");
}
static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
if (state->render_states[WINED3D_RS_LOCALVIEWER])
{
gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
}
else
{
gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
}
}
void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
static BOOL warned;
/* TODO: NV_POINT_SPRITE */
if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
{
/* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
FIXME("Point sprites not supported\n");
warned = TRUE;
}
}
void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
{
gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
}
}
static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
WARN("Multisample antialiasing not supported by GL.\n");
}
static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
{
gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
}
}
static void line_antialias(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
{
if (r && r->desc.line_antialias)
{
gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
checkGLcall("glEnable(GL_LINE_SMOOTH)");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
checkGLcall("glDisable(GL_LINE_SMOOTH)");
}
}
static void scissor(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
{
if (r && r->desc.scissor)
{
gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable(GL_SCISSOR_TEST)");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
checkGLcall("glDisable(GL_SCISSOR_TEST)");
}
}
/* The Direct3D depth bias is specified in normalized depth coordinates. In
* OpenGL the bias is specified in units of "the smallest value that is
* guaranteed to produce a resolvable offset for a given implementation". To
* convert from D3D to GL we need to divide the D3D depth bias by that value.
* We try to detect the value from GL with test draws. On most drivers (r300g,
* 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
* for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
* point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
* not depend on the depth buffer precision on any driver.
*
* Two games that are picky regarding depth bias are Mass Effect 2 (flickering
* decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
*
* Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
* doesn't need to be scaled to account for GL vs D3D differences. */
static void depthbias(struct wined3d_context *context, const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_rasterizer_state *r = state->rasterizer_state;
float scale_bias = r ? r->desc.scale_bias : 0.0f;
union
{
DWORD d;
float f;
} const_bias;
const_bias.f = r ? r->desc.depth_bias : 0.0f;
if (scale_bias || const_bias.f)
{
const struct wined3d_rendertarget_view *depth = state->fb.depth_stencil;
float factor, units, scale, clamp;
clamp = r ? r->desc.depth_bias_clamp : 0.0f;
if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS)
{
factor = units = -(float)const_bias.d;
}
else
{
if (depth)
{
scale = depth->format->depth_bias_scale;
TRACE("Depth format %s, using depthbias scale of %.8e.\n",
debug_d3dformat(depth->format->id), scale);
}
else
{
/* The context manager will reapply this state on a depth stencil change */
TRACE("No depth stencil, using depth bias scale of 0.0.\n");
scale = 0.0f;
}
factor = scale_bias;
units = const_bias.f * scale;
}
gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
if (gl_info->supported[ARB_POLYGON_OFFSET_CLAMP])
{
gl_info->gl_ops.ext.p_glPolygonOffsetClamp(factor, units, clamp);
}
else
{
if (clamp != 0.0f)
WARN("Ignoring depth bias clamp %.8e.\n", clamp);
gl_info->gl_ops.gl.p_glPolygonOffset(factor, units);
}
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
}
checkGLcall("depth bias");
}
static void state_sample_mask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
unsigned int sample_mask = state->sample_mask;
TRACE("Setting sample mask to %#x.\n", sample_mask);
if (sample_mask != 0xffffffff)
{
gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_MASK);
checkGLcall("glEnable GL_SAMPLE_MASK");
GL_EXTCALL(glSampleMaski(0, sample_mask));
checkGLcall("glSampleMaski");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_MASK);
checkGLcall("glDisable GL_SAMPLE_MASK");
}
}
static void state_sample_mask_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
WARN("Unsupported in local OpenGL implementation: glSampleMaski.\n");
}
static void get_src_and_opr(uint32_t arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
/* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
* input should be used for all input components. The WINED3DTA_COMPLEMENT
* flag specifies the complement of the input should be used. */
BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
BOOL complement = arg & WINED3DTA_COMPLEMENT;
/* Calculate the operand */
if (complement) {
if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
else *operand = GL_ONE_MINUS_SRC_COLOR;
} else {
if (from_alpha) *operand = GL_SRC_ALPHA;
else *operand = GL_SRC_COLOR;
}
/* Calculate the source */
switch (arg & WINED3DTA_SELECTMASK) {
case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
case WINED3DTA_SPECULAR:
/*
* According to the GL_ARB_texture_env_combine specs, SPECULAR is
* 'Secondary color' and isn't supported until base GL supports it
* There is no concept of temp registers as far as I can tell
*/
FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
*source = GL_TEXTURE;
break;
default:
FIXME("Unrecognized texture arg %#x\n", arg);
*source = GL_TEXTURE;
break;
}
}
/* Setup the texture operations texture stage states */
static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
BOOL isAlpha, int Stage, enum wined3d_texture_op op, uint32_t arg1, uint32_t arg2, uint32_t arg3)
{
GLenum src1, src2, src3;
GLenum opr1, opr2, opr3;
GLenum comb_target;
GLenum src0_target, src1_target, src2_target;
GLenum opr0_target, opr1_target, opr2_target;
GLenum scal_target;
GLenum opr=0, invopr, src3_target, opr3_target;
BOOL Handled = FALSE;
TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
/* Operations usually involve two args, src0 and src1 and are operations
* of the form (a1 <operation> a2). However, some of the more complex
* operations take 3 parameters. Instead of the (sensible) addition of a3,
* Microsoft added in a third parameter called a0. Therefore these are
* operations of the form a0 <operation> a1 <operation> a2. I.e., the new
* parameter goes to the front.
*
* However, below we treat the new (a0) parameter as src2/opr2, so in the
* actual functions below, expect their syntax to differ slightly to those
* listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
* arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
if (isAlpha)
{
comb_target = GL_COMBINE_ALPHA;
src0_target = GL_SOURCE0_ALPHA;
src1_target = GL_SOURCE1_ALPHA;
src2_target = GL_SOURCE2_ALPHA;
opr0_target = GL_OPERAND0_ALPHA;
opr1_target = GL_OPERAND1_ALPHA;
opr2_target = GL_OPERAND2_ALPHA;
scal_target = GL_ALPHA_SCALE;
}
else
{
comb_target = GL_COMBINE_RGB;
src0_target = GL_SOURCE0_RGB;
src1_target = GL_SOURCE1_RGB;
src2_target = GL_SOURCE2_RGB;
opr0_target = GL_OPERAND0_RGB;
opr1_target = GL_OPERAND1_RGB;
opr2_target = GL_OPERAND2_RGB;
scal_target = GL_RGB_SCALE;
}
/* If a texture stage references an invalid texture unit the stage just
* passes through the result from the previous stage */
if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
{
arg1 = WINED3DTA_CURRENT;
op = WINED3D_TOP_SELECT_ARG1;
}
if (isAlpha && !wined3d_state_get_ffp_texture(state, Stage) && arg1 == WINED3DTA_TEXTURE)
{
get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
} else {
get_src_and_opr(arg1, isAlpha, &src1, &opr1);
}
get_src_and_opr(arg2, isAlpha, &src2, &opr2);
get_src_and_opr(arg3, isAlpha, &src3, &opr3);
TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
Handled = TRUE; /* Assume will be handled */
/* Other texture operations require special extensions: */
if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
{
if (isAlpha) {
opr = GL_SRC_ALPHA;
invopr = GL_ONE_MINUS_SRC_ALPHA;
src3_target = GL_SOURCE3_ALPHA_NV;
opr3_target = GL_OPERAND3_ALPHA_NV;
} else {
opr = GL_SRC_COLOR;
invopr = GL_ONE_MINUS_SRC_COLOR;
src3_target = GL_SOURCE3_RGB_NV;
opr3_target = GL_OPERAND3_RGB_NV;
}
switch (op)
{
case WINED3D_TOP_DISABLE: /* Only for alpha */
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
break;
case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
if (op == WINED3D_TOP_SELECT_ARG1)
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
}
else
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
break;
case WINED3D_TOP_MODULATE:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_MODULATE_2X:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
break;
case WINED3D_TOP_MODULATE_4X:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
break;
case WINED3D_TOP_ADD:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_ADD_SIGNED:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_ADD_SIGNED_2X:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
break;
case WINED3D_TOP_ADD_SMOOTH:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_BLEND_FACTOR_ALPHA:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
switch (opr) {
case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_MULTIPLY_ADD:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_BUMPENVMAP:
case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
Handled = FALSE;
break;
default:
Handled = FALSE;
}
if (Handled)
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
return;
}
} /* GL_NV_texture_env_combine4 */
Handled = TRUE; /* Again, assume handled */
switch (op) {
case WINED3D_TOP_DISABLE: /* Only for alpha */
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_SELECT_ARG1:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_SELECT_ARG2:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_MODULATE:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_MODULATE_2X:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
break;
case WINED3D_TOP_MODULATE_4X:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
break;
case WINED3D_TOP_ADD:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_ADD_SIGNED:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_ADD_SIGNED_2X:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
break;
case WINED3D_TOP_SUBTRACT:
if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else {
FIXME("This version of opengl does not support GL_SUBTRACT\n");
}
break;
case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_BLEND_FACTOR_ALPHA:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_BLEND_CURRENT_ALPHA:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_DOTPRODUCT3:
if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
}
else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
} else {
FIXME("This version of opengl does not support GL_DOT3\n");
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_LERP:
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3D_TOP_ADD_SMOOTH:
if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
}
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3D_TOP_MULTIPLY_ADD:
if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
case WINED3D_TOP_BUMPENVMAP:
if (gl_info->supported[NV_TEXTURE_SHADER2])
{
/* Technically texture shader support without register combiners is possible, but not expected to occur
* on real world cards, so for now a fixme should be enough
*/
FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
}
Handled = FALSE;
break;
default:
Handled = FALSE;
}
if (Handled) {
BOOL combineOK = TRUE;
if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
{
DWORD op2;
if (isAlpha)
op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
else
op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
/* Note: If COMBINE4 in effect can't go back to combine! */
switch (op2)
{
case WINED3D_TOP_ADD_SMOOTH:
case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
case WINED3D_TOP_MULTIPLY_ADD:
/* Ignore those implemented in both cases */
switch (op)
{
case WINED3D_TOP_SELECT_ARG1:
case WINED3D_TOP_SELECT_ARG2:
combineOK = FALSE;
Handled = FALSE;
break;
default:
FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
return;
}
}
}
if (combineOK)
{
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
return;
}
}
/* After all the extensions, if still unhandled, report fixme */
FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
}
static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
unsigned int mapped_stage = context_gl->tex_unit_map[stage];
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
TRACE("Setting color op for stage %d\n", stage);
/* Using a pixel shader? Don't care for anything here, the shader applying does it */
if (use_ps(state)) return;
if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
if (mapped_stage != WINED3D_UNMAPPED_STAGE)
{
if (tex_used && mapped_stage >= gl_info->limits.ffp_textures)
{
FIXME("Attempt to enable unsupported stage!\n");
return;
}
wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
}
if (stage >= context->lowest_disabled_stage)
{
TRACE("Stage disabled\n");
if (mapped_stage != WINED3D_UNMAPPED_STAGE)
{
/* Disable everything here */
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
}
/* All done */
return;
}
/* The sampler will also activate the correct texture dimensions, so no
* need to do it here if the sampler for this stage is dirty. */
if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
texture_activate_dimensions(wined3d_state_get_ffp_texture(state, stage), gl_info);
set_tex_op(gl_info, state, FALSE, stage,
state->texture_states[stage][WINED3D_TSS_COLOR_OP],
state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
}
void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
struct wined3d_texture *texture = wined3d_state_get_ffp_texture(state, 0);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
unsigned int mapped_stage = context_gl->tex_unit_map[stage];
DWORD op, arg1, arg2, arg0;
TRACE("Setting alpha op for stage %d\n", stage);
/* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
if (mapped_stage != WINED3D_UNMAPPED_STAGE)
{
if (tex_used && mapped_stage >= gl_info->limits.ffp_textures)
{
FIXME("Attempt to enable unsupported stage!\n");
return;
}
wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
}
op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && texture)
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
GLenum texture_dimensions = texture_gl->target;
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
{
if (texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT
&& !texture_gl->t.resource.format->alpha_size)
{
/* Color keying needs to pass alpha values from the texture through to have the alpha test work
* properly. On the other hand applications can still use texture combiners apparently. This code
* takes care that apps cannot remove the texture's alpha channel entirely.
*
* The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
* D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
* and alpha component of diffuse color to draw things like translucent text and perform other
* blending effects.
*
* Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
* provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
* modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
* SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
* game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
* color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
* fail alpha test). To get around this, blend state is checked: if the app enables alpha blending,
* it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with
* texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
*
* What to do with multitexturing? So far no app has been found that uses color keying with
* multitexturing */
if (op == WINED3D_TOP_DISABLE)
{
arg1 = WINED3DTA_TEXTURE;
op = WINED3D_TOP_SELECT_ARG1;
}
else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
{
if (state->blend_state && state->blend_state->desc.rt[0].enable)
{
arg2 = WINED3DTA_TEXTURE;
op = WINED3D_TOP_MODULATE;
}
else arg1 = WINED3DTA_TEXTURE;
}
else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
{
if (state->blend_state && state->blend_state->desc.rt[0].enable)
{
arg1 = WINED3DTA_TEXTURE;
op = WINED3D_TOP_MODULATE;
}
else arg2 = WINED3DTA_TEXTURE;
}
}
}
}
/* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
* this if block here, and the other code(color keying, texture unit selection) are the same
*/
TRACE("Setting alpha op for stage %d\n", stage);
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
}
else
{
set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
}
}
static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
unsigned int mapped_stage = context_gl->tex_unit_map[tex];
struct wined3d_matrix mat;
if (use_vs(state))
{
TRACE("Using a vertex shader, skipping.\n");
return;
}
if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
if (mapped_stage >= gl_info->limits.ffp_textures) return;
wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
checkGLcall("glMatrixMode(GL_TEXTURE)");
get_texture_matrix(context, state, mapped_stage, &mat);
gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
checkGLcall("glLoadMatrixf");
}
static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
unsigned int mapped_stage = context_gl->tex_unit_map[stage];
static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
if (mapped_stage == WINED3D_UNMAPPED_STAGE)
{
TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
return;
}
if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FRAGMENT_SAMPLERS))
{
WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
return;
}
wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
*
* FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
* eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
* means use the vertex position (camera-space) as the input texture coordinates
* for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
* state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
* to the TEXCOORDINDEX value
*/
switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
{
case WINED3DTSS_TCI_PASSTHRU:
/* Use the specified texture coordinates contained within the
* vertex format. This value resolves to zero. */
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
break;
case WINED3DTSS_TCI_CAMERASPACEPOSITION:
/* CameraSpacePosition means use the vertex position, transformed to camera space,
* as the input texture coordinates for this stage's texture transformation. This
* equates roughly to EYE_LINEAR */
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
gl_info->gl_ops.gl.p_glPushMatrix();
gl_info->gl_ops.gl.p_glLoadIdentity();
gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
gl_info->gl_ops.gl.p_glPopMatrix();
checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
break;
case WINED3DTSS_TCI_CAMERASPACENORMAL:
/* Note that NV_TEXGEN_REFLECTION support is implied when
* ARB_TEXTURE_CUBE_MAP is supported */
if (!gl_info->supported[NV_TEXGEN_REFLECTION])
{
FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
break;
}
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
gl_info->gl_ops.gl.p_glPushMatrix();
gl_info->gl_ops.gl.p_glLoadIdentity();
gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
gl_info->gl_ops.gl.p_glPopMatrix();
checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
break;
case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
/* Note that NV_TEXGEN_REFLECTION support is implied when
* ARB_TEXTURE_CUBE_MAP is supported */
if (!gl_info->supported[NV_TEXGEN_REFLECTION])
{
FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
break;
}
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
gl_info->gl_ops.gl.p_glPushMatrix();
gl_info->gl_ops.gl.p_glLoadIdentity();
gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
gl_info->gl_ops.gl.p_glPopMatrix();
checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
break;
case WINED3DTSS_TCI_SPHEREMAP:
gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
break;
default:
FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
checkGLcall("Disable texgen.");
break;
}
/* Update the texture matrix. */
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
{
/* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
* source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
* and do all the things linked to it
* TODO: Tidy that up to reload only the arrays of the changed unit
*/
GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
wined3d_context_gl_unload_tex_coords(context_gl);
wined3d_context_gl_load_tex_coords(context_gl, &context->stream_info, &curVBO, state);
}
}
static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const DWORD sampler = state_id - STATE_SAMPLER(0);
const struct wined3d_texture *texture = wined3d_state_get_ffp_texture(state, sampler);
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
if (!texture)
return;
/* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
* wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
* scaling is reapplied or removed, the texture matrix has to be reapplied.
*/
if (sampler < WINED3D_MAX_FFP_TEXTURES)
{
const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
{
if (tex_is_pow2)
context->lastWasPow2Texture |= 1u << sampler;
else
context->lastWasPow2Texture &= ~(1u << sampler);
transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
}
}
}
static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
}
void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
unsigned int i;
if (use_ps(state))
{
if (!context->last_was_pshader)
{
/* Former draw without a pixel shader, some samplers may be
* disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
* make sure to enable them. */
context->update_shader_resource_bindings = 1;
context->last_was_pshader = TRUE;
}
else
{
/* Otherwise all samplers were activated by the code above in
* earlier draws, or by sampler() if a different texture was
* bound. I don't have to do anything. */
}
}
else
{
/* Disabled the pixel shader - color ops weren't applied while it was
* enabled, so re-apply them. */
for (i = 0; i < context->d3d_info->ffp_fragment_caps.max_blend_stages; ++i)
{
if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
}
context->last_was_pshader = FALSE;
}
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
}
static void state_compute_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE;
}
static void state_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
enum wined3d_shader_type shader_type = state_id - STATE_SHADER(0);
context->shader_update_mask |= 1u << shader_type;
}
static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
}
static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
struct wined3d_matrix mat;
/* This function is called by transform_view below if the view matrix was changed too
*
* Deliberately no check if the vertex declaration is dirty because the vdecl state
* does not always update the world matrix, only on a switch between transformed
* and untransformed draws. It *may* happen that the world matrix is set 2 times during one
* draw, but that should be rather rare and cheaper in total.
*/
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
get_modelview_matrix(context, state, 0, &mat);
gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
checkGLcall("glLoadMatrixf");
}
void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
UINT index = state_id - STATE_CLIPPLANE(0);
GLdouble plane[4];
if (index >= gl_info->limits.user_clip_distances)
return;
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
gl_info->gl_ops.gl.p_glPushMatrix();
/* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
if (!use_vs(state))
gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
else
/* With vertex shaders, clip planes are not transformed in Direct3D,
* while in OpenGL they are still transformed by the model view matrix. */
gl_info->gl_ops.gl.p_glLoadIdentity();
plane[0] = state->clip_planes[index].x;
plane[1] = state->clip_planes[index].y;
plane[2] = state->clip_planes[index].z;
plane[3] = state->clip_planes[index].w;
TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
plane[0], plane[1], plane[2], plane[3]);
gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
checkGLcall("glClipPlane");
gl_info->gl_ops.gl.p_glPopMatrix();
}
static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
unsigned int matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
WARN("Unsupported world matrix %u set.\n", matrix);
}
static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
static unsigned int once;
if (f == WINED3D_VBF_DISABLE)
return;
if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
else WARN("Vertex blend flags %#x not supported.\n", f);
}
static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_light_info *light = NULL;
unsigned int k;
/* If we are changing the View matrix, reset the light and clipping planes to the new view
* NOTE: We have to reset the positions even if the light/plane is not currently
* enabled, since the call to enable it will not reset the position.
* NOTE2: Apparently texture transforms do NOT need reapplying
*/
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
checkGLcall("glLoadMatrixf(...)");
/* Reset lights. TODO: Call light apply func */
for (k = 0; k < gl_info->limits.lights; ++k)
{
if (!(light = state->light_state.lights[k]))
continue;
if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
else
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
checkGLcall("glLightfv posn");
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
checkGLcall("glLightfv dirn");
}
/* Reset Clipping Planes */
for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
{
if (!isStateDirty(context, STATE_CLIPPLANE(k)))
clipplane(context, state, STATE_CLIPPLANE(k));
}
if (context->stream_info.position_transformed)
{
gl_info->gl_ops.gl.p_glLoadIdentity();
checkGLcall("glLoadIdentity()");
/* No need to update the world matrix, the identity is fine */
return;
}
/* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
* No need to do it here if the state is scheduled for update. */
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
}
static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
struct wined3d_matrix projection;
gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
get_projection_matrix(context, state, &projection);
gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
checkGLcall("glLoadMatrixf");
}
static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
}
static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
if (isStateDirty(context, STATE_STREAMSRC))
return;
wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
}
static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
BOOL useVertexShaderFunction = use_vs(state);
BOOL updateFog = FALSE;
BOOL transformed;
BOOL wasrhw = context->last_was_rhw;
unsigned int i;
transformed = context->stream_info.position_transformed;
if (transformed != context->last_was_rhw && !useVertexShaderFunction)
updateFog = TRUE;
context->last_was_rhw = transformed;
if (context->stream_info.swizzle_map != context->last_swizzle_map)
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
context->last_swizzle_map = context->stream_info.swizzle_map;
/* Don't have to apply the matrices when vertex shaders are used. When
* vshaders are turned off this function will be called again anyway to
* make sure they're properly set. */
if (!useVertexShaderFunction)
{
/* TODO: Move this mainly to the viewport state and only apply when
* the vp has changed or transformed / untransformed was switched. */
if (wasrhw != context->last_was_rhw
&& !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
&& !isStateDirty(context, STATE_VIEWPORT))
transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
/* World matrix needs reapplication here only if we're switching between rhw and non-rhw
* mode.
*
* If a vertex shader is used, the world matrix changed and then vertex shader unbound
* this check will fail and the matrix not applied again. This is OK because a simple
* world matrix change reapplies the matrix - These checks here are only to satisfy the
* needs of the vertex declaration.
*
* World and view matrix go into the same gl matrix, so only apply them when neither is
* dirty
*/
if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
&& !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
if (context->last_was_vshader)
{
updateFog = TRUE;
if (!context->d3d_info->vs_clipping
&& !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
{
state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
}
for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
{
clipplane(context, state, STATE_CLIPPLANE(i));
}
}
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
}
else
{
if (!context->last_was_vshader)
{
static BOOL warned = FALSE;
if (!context->d3d_info->vs_clipping)
{
/* Disable all clip planes to get defined results on all drivers. See comment in the
* state_clipping state handler
*/
wined3d_context_gl_enable_clip_distances(context_gl, 0);
if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
{
FIXME("Clipping not supported with vertex shaders.\n");
warned = TRUE;
}
}
if (wasrhw)
{
/* Apply the transform matrices when switching from rhw
* drawing to vertex shaders. Vertex shaders themselves do
* not need it, but the matrices are not reapplied
* automatically when switching back from vertex shaders to
* fixed function processing. So make sure we leave the fixed
* function vertex processing states back in a sane state
* before switching to shaders. */
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
}
updateFog = TRUE;
/* Vertex shader clipping ignores the view matrix. Update all clipplanes
* (Note: ARB shaders can read the clip planes for clipping emulation even if
* device->vs_clipping is false.
*/
for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
{
clipplane(context, state, STATE_CLIPPLANE(i));
}
}
}
context->last_was_vshader = useVertexShaderFunction;
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
if (updateFog)
context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
if (!useVertexShaderFunction)
{
unsigned int i;
for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i)
{
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
}
if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
&& state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
}
}
static void get_viewports(struct wined3d_context *context, const struct wined3d_state *state,
unsigned int viewport_count, struct wined3d_viewport *viewports)
{
const struct wined3d_rendertarget_view *depth_stencil = state->fb.depth_stencil;
const struct wined3d_rendertarget_view *target = state->fb.render_targets[0];
unsigned int width, height, i;
for (i = 0; i < viewport_count; ++i)
viewports[i] = state->viewports[i];
/* Note: GL uses a lower left origin while DirectX uses upper left. This
* is reversed when using offscreen rendering. */
if (context->render_offscreen)
return;
if (target)
{
wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
}
else if (depth_stencil)
{
height = depth_stencil->height;
}
else
{
FIXME("Could not get the height of render targets.\n");
return;
}
for (i = 0; i < viewport_count; ++i)
viewports[i].y = height - (viewports[i].y + viewports[i].height);
}
static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
float min_z, max_z;
if (gl_info->supported[ARB_VIEWPORT_ARRAY])
{
GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
unsigned int i, reset_count = 0;
get_viewports(context, state, state->viewport_count, vp);
for (i = 0; i < state->viewport_count; ++i)
{
wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
depth_ranges[i * 2] = min_z;
depth_ranges[i * 2 + 1] = max_z;
viewports[i * 4] = vp[i].x;
viewports[i * 4 + 1] = vp[i].y;
viewports[i * 4 + 2] = vp[i].width;
viewports[i * 4 + 3] = vp[i].height;
/* Don't pass fractionals to GL if we earlier decided not to use
* this functionality for two reasons: First, GL might offer us
* fewer than 8 bits, and still make use of the fractional, in
* addition to the emulation we apply in shader_get_position_fixup.
* Second, even if GL tells us it has no subpixel precision (Mac OS!)
* it might still do something with the fractional amount, e.g.
* round it upwards. I can't find any info on rounding in
* GL_ARB_viewport_array. */
if (!context->d3d_info->subpixel_viewport)
{
viewports[i * 4] = floor(viewports[i * 4]);
viewports[i * 4 + 1] = floor(viewports[i * 4 + 1]);
viewports[i * 4 + 2] = floor(viewports[i * 4 + 2]);
viewports[i * 4 + 3] = floor(viewports[i * 4 + 3]);
}
}
if (context->viewport_count > state->viewport_count)
reset_count = context->viewport_count - state->viewport_count;
if (reset_count)
{
memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
}
GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
context->viewport_count = state->viewport_count;
}
else
{
get_viewports(context, state, 1, vp);
wined3d_viewport_get_z_range(&vp[0], &min_z, &max_z);
gl_info->gl_ops.gl.p_glDepthRange(min_z, max_z);
gl_info->gl_ops.gl.p_glViewport(vp[0].x, vp[0].y, vp[0].width, vp[0].height);
}
checkGLcall("setting clip space and viewport");
}
static void viewport_miscpart_cc(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
/* See get_projection_matrix() in utils.c for a discussion about those values. */
float pixel_center_offset = context->d3d_info->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER ? 0.5f : 0.0f;
struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
unsigned int i, reset_count = 0;
float min_z, max_z;
pixel_center_offset += context->d3d_info->filling_convention_offset / 2.0f;
get_viewports(context, state, state->viewport_count, vp);
GL_EXTCALL(glClipControl(context->render_offscreen ? GL_UPPER_LEFT : GL_LOWER_LEFT, GL_ZERO_TO_ONE));
for (i = 0; i < state->viewport_count; ++i)
{
wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
depth_ranges[i * 2] = min_z;
depth_ranges[i * 2 + 1] = max_z;
viewports[i * 4] = vp[i].x + pixel_center_offset;
viewports[i * 4 + 1] = vp[i].y + pixel_center_offset;
viewports[i * 4 + 2] = vp[i].width;
viewports[i * 4 + 3] = vp[i].height;
}
if (context->viewport_count > state->viewport_count)
reset_count = context->viewport_count - state->viewport_count;
if (reset_count)
{
memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
}
GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
context->viewport_count = state->viewport_count;
checkGLcall("setting clip space and viewport");
}
static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
&& state->render_states[WINED3D_RS_POINTSCALEENABLE])
state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
/* Update the position fixup. */
context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
}
static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
UINT Index = state_id - STATE_ACTIVELIGHT(0);
const struct wined3d_light_info *lightInfo = state->light_state.lights[Index];
if (!lightInfo)
{
gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
checkGLcall("glDisable(GL_LIGHT0 + Index)");
}
else
{
float quad_att;
/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
gl_info->gl_ops.gl.p_glPushMatrix();
gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, &lightInfo->OriginalParms.diffuse.r);
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, &lightInfo->OriginalParms.specular.r);
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, &lightInfo->OriginalParms.ambient.r);
checkGLcall("glLightfv");
if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
else
quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
/* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
* but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
* Attenuation0 to NaN and crashes in the gl lib
*/
switch (lightInfo->OriginalParms.type)
{
case WINED3D_LIGHT_POINT:
/* Position */
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
checkGLcall("glLightfv");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
lightInfo->OriginalParms.attenuation0);
checkGLcall("glLightf");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
lightInfo->OriginalParms.attenuation1);
checkGLcall("glLightf");
if (quad_att < lightInfo->OriginalParms.attenuation2)
quad_att = lightInfo->OriginalParms.attenuation2;
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
checkGLcall("glLightf");
/* FIXME: Range */
break;
case WINED3D_LIGHT_SPOT:
/* Position */
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
checkGLcall("glLightfv");
/* Direction */
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
checkGLcall("glLightfv");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
checkGLcall("glLightf");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
lightInfo->OriginalParms.attenuation0);
checkGLcall("glLightf");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
lightInfo->OriginalParms.attenuation1);
checkGLcall("glLightf");
if (quad_att < lightInfo->OriginalParms.attenuation2)
quad_att = lightInfo->OriginalParms.attenuation2;
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
checkGLcall("glLightf");
/* FIXME: Range */
break;
case WINED3D_LIGHT_DIRECTIONAL:
/* Direction */
/* Note GL uses w position of 0 for direction! */
gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
checkGLcall("glLightfv");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
checkGLcall("glLightf");
break;
default:
FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
}
/* Restore the modelview matrix */
gl_info->gl_ops.gl.p_glPopMatrix();
gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
checkGLcall("glEnable(GL_LIGHT0 + Index)");
}
}
static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
unsigned int height = 0;
const RECT *r;
/* Warning: glScissor uses window coordinates, not viewport coordinates,
* so our viewport correction does not apply. Warning2: Even in windowed
* mode the coords are relative to the window, not the screen. */
if (!context->render_offscreen)
{
const struct wined3d_rendertarget_view *target = state->fb.render_targets[0];
unsigned int width;
wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
}
if (gl_info->supported[ARB_VIEWPORT_ARRAY])
{
GLint sr[4 * WINED3D_MAX_VIEWPORTS];
unsigned int i, reset_count = 0;
for (i = 0; i < state->scissor_rect_count; ++i)
{
r = &state->scissor_rects[i];
sr[i * 4] = r->left;
sr[i * 4 + 1] = height ? height - r->top : r->top;
sr[i * 4 + 2] = r->right - r->left;
sr[i * 4 + 3] = r->bottom - r->top;
}
if (context->scissor_rect_count > state->scissor_rect_count)
reset_count = context->scissor_rect_count - state->scissor_rect_count;
if (reset_count)
memset(&sr[state->scissor_rect_count * 4], 0, reset_count * 4 * sizeof(GLint));
GL_EXTCALL(glScissorArrayv(0, state->scissor_rect_count + reset_count, sr));
checkGLcall("glScissorArrayv");
context->scissor_rect_count = state->scissor_rect_count;
}
else
{
r = &state->scissor_rects[0];
gl_info->gl_ops.gl.p_glScissor(r->left, height ? height - r->top : r->top,
r->right - r->left, r->bottom - r->top);
checkGLcall("glScissor");
}
}
static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_stream_info *stream_info = &context->stream_info;
struct wined3d_buffer *buffer;
if (!state->index_buffer || !stream_info->all_vbo)
{
GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
return;
}
buffer = state->index_buffer;
if (buffer->buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wined3d_bo_gl(buffer->buffer_object)->id));
wined3d_buffer_validate_user(buffer);
}
else
{
GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
}
static void depth_clip(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
{
if (!gl_info->supported[ARB_DEPTH_CLAMP])
{
if (r && !r->desc.depth_clip)
FIXME("Depth clamp not supported by this GL implementation.\n");
return;
}
if (r && !r->desc.depth_clip)
gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
else
gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
checkGLcall("depth clip");
}
static void rasterizer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_rasterizer_state *r = state->rasterizer_state;
GLenum mode;
mode = r && r->desc.front_ccw ? GL_CCW : GL_CW;
if (context->render_offscreen)
mode = (mode == GL_CW) ? GL_CCW : GL_CW;
gl_info->gl_ops.gl.p_glFrontFace(mode);
checkGLcall("glFrontFace");
depthbias(context, state);
fillmode(r, gl_info);
cullmode(r, gl_info);
depth_clip(r, gl_info);
scissor(r, gl_info);
line_antialias(r, gl_info);
}
static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_rasterizer_state *r = state->rasterizer_state;
GLenum mode;
mode = r && r->desc.front_ccw ? GL_CCW : GL_CW;
gl_info->gl_ops.gl.p_glFrontFace(mode);
checkGLcall("glFrontFace");
depthbias(context, state);
fillmode(r, gl_info);
cullmode(r, gl_info);
depth_clip(r, gl_info);
scissor(r, gl_info);
line_antialias(r, gl_info);
}
static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
static BOOL warned;
if (!warned)
{
WARN("Point sprite coordinate origin switching not supported.\n");
warned = TRUE;
}
}
static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
}
void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
if (needs_srgb_write(context->d3d_info, state, &state->fb))
gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
else
gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
}
static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
enum wined3d_shader_type shader_type;
struct wined3d_buffer *buffer;
unsigned int i, base, count;
struct wined3d_bo_gl *bo_gl;
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id))
shader_type = state_id - STATE_GRAPHICS_CONSTANT_BUFFER(0);
else
shader_type = WINED3D_SHADER_TYPE_COMPUTE;
/* If a shader has not been set, buffer objects are not yet initialised. */
if (!state->shader[shader_type])
return;
wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
for (i = 0; i < count; ++i)
{
const struct wined3d_constant_buffer_state *buffer_state = &state->cb[shader_type][i];
if (!buffer_state->buffer)
{
GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, 0));
continue;
}
buffer = buffer_state->buffer;
bo_gl = wined3d_bo_gl(buffer->buffer_object);
GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER, base + i,
bo_gl->id, bo_gl->b.buffer_offset + buffer_state->offset,
min(buffer_state->size, buffer->resource.size - buffer_state->offset)));
wined3d_buffer_validate_user(buffer);
}
checkGLcall("bind constant buffers");
}
static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
}
static void state_shader_resource_binding(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
context->update_shader_resource_bindings = 1;
}
static void state_cs_resource_binding(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
context->update_compute_shader_resource_bindings = 1;
}
static void state_uav_binding(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
context->update_unordered_access_view_bindings = 1;
}
static void state_cs_uav_binding(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
context->update_compute_unordered_access_view_bindings = 1;
}
static void state_uav_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
WARN("ARB_shader_image_load_store is not supported by this OpenGL implementation.\n");
}
static void state_so(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
struct wined3d_buffer *buffer;
unsigned int offset, size, i;
struct wined3d_bo_gl *bo_gl;
TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
wined3d_context_gl_end_transform_feedback(context_gl);
for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
{
if (!state->stream_output[i].buffer)
{
GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, i, 0));
continue;
}
buffer = state->stream_output[i].buffer;
offset = state->stream_output[i].offset;
bo_gl = wined3d_bo_gl(buffer->buffer_object);
if (offset == ~0u)
{
FIXME("Appending to stream output buffers not implemented.\n");
offset = 0;
}
size = buffer->resource.size - offset;
GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i,
bo_gl->id, bo_gl->b.buffer_offset + offset, size));
wined3d_buffer_validate_user(buffer);
}
checkGLcall("bind transform feedback buffers");
}
static void state_so_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
WARN("Transform feedback not supported.\n");
}
const struct wined3d_state_entry_template misc_state_template_gl[] =
{
{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb_warn, }, WINED3D_GL_EXT_NONE },
{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE },
{ STATE_GRAPHICS_SHADER_RESOURCE_BINDING, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
{ STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE },
{ STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
{ STATE_COMPUTE_SHADER_RESOURCE_BINDING, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, state_cs_resource_binding}, WINED3D_GL_EXT_NONE },
{ STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_cs_uav_binding}, ARB_SHADER_IMAGE_LOAD_STORE },
{ STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
{ STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so, }, WINED3D_GL_VERSION_3_2 },
{ STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so_warn, }, WINED3D_GL_EXT_NONE },
{ STATE_BLEND, { STATE_BLEND, blend_dbb }, ARB_DRAW_BUFFERS_BLEND },
{ STATE_BLEND, { STATE_BLEND, blend_db2 }, EXT_DRAW_BUFFERS2 },
{ STATE_BLEND, { STATE_BLEND, blend }, WINED3D_GL_EXT_NONE },
{ STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor }, EXT_BLEND_COLOR },
{ STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor_w}, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask }, ARB_TEXTURE_MULTISAMPLE },
{ STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask_w }, WINED3D_GL_EXT_NONE },
{ STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil_2s }, EXT_STENCIL_TWO_SIDE },
{ STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil }, WINED3D_GL_EXT_NONE },
{ STATE_STENCIL_REF, { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_DEPTH_BOUNDS, { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
{ STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
{ STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL },
{ STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer }, WINED3D_GL_EXT_NONE },
{ STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
{ STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
{ STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
{ STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL },
{ STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
{ STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
{ STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
{ STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
{ STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
/* Samplers */
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
{ STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
{ STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
{ STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
{ STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
{ STATE_SHADER(WINED3D_SHADER_TYPE_HULL), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), state_shader }, WINED3D_GL_EXT_NONE },
{ STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), state_shader }, WINED3D_GL_EXT_NONE },
{ STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE },
{ STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE },
{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
};
static const struct wined3d_state_entry_template vp_ffp_states[] =
{
{ STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
{ STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
/* Clip planes */
{ STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
{ STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
{ STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
{ STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
{ STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
{ STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
{ STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
{ STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
/* Lights */
{ STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
{ STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
{ STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
{ STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
{ STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
{ STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
{ STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
{ STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
{ STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
/* Viewport */
{ STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
/* Transform states follow */
{ STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
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{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
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{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
/* Fog */
{ STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
{ STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
{ STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
{ STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
{ STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
{ STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
/* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
* so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
* otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
*/
{ STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
{ STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
{ STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
{ STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
{ STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
{ STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
{ STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
{ STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
};
static const struct wined3d_state_entry_template ffp_fragmentstate_template[] = {
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
};
/* Context activation is done by the caller. */
static void ffp_pipe_apply_draw_state(struct wined3d_context *context, const struct wined3d_state *state) {}
static void ffp_pipe_disable(const struct wined3d_context *context) {}
static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
{
return shader_priv;
}
static void ffp_free(struct wined3d_device *device, struct wined3d_context *context) {}
static void vp_ffp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
{
const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl_const(adapter)->gl_info;
caps->xyzrhw = FALSE;
caps->ffp_generic_attributes = FALSE;
caps->max_active_lights = gl_info->limits.lights;
caps->max_vertex_blend_matrices = 1;
caps->max_vertex_blend_matrix_index = 0;
caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
| WINED3DVTXPCAPS_MATERIALSOURCE7
| WINED3DVTXPCAPS_POSITIONALLIGHTS
| WINED3DVTXPCAPS_LOCALVIEWER
| WINED3DVTXPCAPS_VERTEXFOG
| WINED3DVTXPCAPS_TEXGEN
| WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
caps->raster_caps = 0;
if (gl_info->supported[NV_FOG_DISTANCE])
caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
}
static unsigned int vp_ffp_get_emul_mask(const struct wined3d_adapter *adapter)
{
return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
}
const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
{
.vp_apply_draw_state = ffp_pipe_apply_draw_state,
.vp_disable = ffp_pipe_disable,
.vp_get_caps = vp_ffp_get_caps,
.vp_get_emul_mask = vp_ffp_get_emul_mask,
.vp_alloc = ffp_alloc,
.vp_free = ffp_free,
.vp_states = vp_ffp_states,
};
static void ffp_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
{
const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl_const(adapter)->gl_info;
memset(caps, 0, sizeof(*caps));
caps->PrimitiveMiscCaps = 0;
caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
| WINED3DTEXOPCAPS_ADDSIGNED
| WINED3DTEXOPCAPS_ADDSIGNED2X
| WINED3DTEXOPCAPS_MODULATE
| WINED3DTEXOPCAPS_MODULATE2X
| WINED3DTEXOPCAPS_MODULATE4X
| WINED3DTEXOPCAPS_SELECTARG1
| WINED3DTEXOPCAPS_SELECTARG2
| WINED3DTEXOPCAPS_DISABLE;
if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
|| gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
|| gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
{
caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
| WINED3DTEXOPCAPS_BLENDFACTORALPHA
| WINED3DTEXOPCAPS_BLENDCURRENTALPHA
| WINED3DTEXOPCAPS_LERP
| WINED3DTEXOPCAPS_SUBTRACT;
}
if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
|| gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
{
caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
| WINED3DTEXOPCAPS_MULTIPLYADD
| WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
| WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
}
if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
caps->max_blend_stages = gl_info->limits.ffp_textures;
caps->max_textures = gl_info->limits.ffp_textures;
}
static unsigned int ffp_fragment_get_emul_mask(const struct wined3d_adapter *adapter)
{
return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
}
static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
{
/* We only support identity conversions. */
return is_identity_fixup(fixup);
}
static BOOL ffp_none_context_alloc(struct wined3d_context *context)
{
return TRUE;
}
static void ffp_none_context_free(struct wined3d_context *context)
{
}
const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline =
{
.fp_apply_draw_state = ffp_pipe_apply_draw_state,
.fp_disable = ffp_pipe_disable,
.get_caps = ffp_fragment_get_caps,
.get_emul_mask = ffp_fragment_get_emul_mask,
.alloc_private = ffp_alloc,
.free_private = ffp_free,
.allocate_context_data = ffp_none_context_alloc,
.free_context_data = ffp_none_context_free,
.color_fixup_supported = ffp_color_fixup_supported,
.states = ffp_fragmentstate_template,
};
static void none_pipe_apply_draw_state(struct wined3d_context *context, const struct wined3d_state *state) {}
static void none_pipe_disable(const struct wined3d_context *context) {}
static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
{
return shader_priv;
}
static void none_free(struct wined3d_device *device, struct wined3d_context *context) {}
static void vp_none_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
{
memset(caps, 0, sizeof(*caps));
}
static unsigned int vp_none_get_emul_mask(const struct wined3d_adapter *adapter)
{
return 0;
}
const struct wined3d_vertex_pipe_ops none_vertex_pipe =
{
.vp_apply_draw_state = none_pipe_apply_draw_state,
.vp_disable = none_pipe_disable,
.vp_get_caps = vp_none_get_caps,
.vp_get_emul_mask = vp_none_get_emul_mask,
.vp_alloc = none_alloc,
.vp_free = none_free,
};
static void fp_none_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
{
memset(caps, 0, sizeof(*caps));
}
static unsigned int fp_none_get_emul_mask(const struct wined3d_adapter *adapter)
{
return 0;
}
static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
{
return is_identity_fixup(fixup);
}
const struct wined3d_fragment_pipe_ops none_fragment_pipe =
{
.fp_apply_draw_state = none_pipe_apply_draw_state,
.fp_disable = none_pipe_disable,
.get_caps = fp_none_get_caps,
.get_emul_mask = fp_none_get_emul_mask,
.alloc_private = none_alloc,
.free_private = none_free,
.allocate_context_data = ffp_none_context_alloc,
.free_context_data = ffp_none_context_free,
.color_fixup_supported = fp_none_color_fixup_supported,
};
static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
{
unsigned int i;
for(i = 0; funcs[i]; i++);
return i;
}
static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
context->device->multistate_funcs[state_id][0](context, state, state_id);
context->device->multistate_funcs[state_id][1](context, state, state_id);
}
static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
context->device->multistate_funcs[state_id][0](context, state, state_id);
context->device->multistate_funcs[state_id][1](context, state, state_id);
context->device->multistate_funcs[state_id][2](context, state, state_id);
}
static void prune_invalid_states(struct wined3d_state_entry *state_table, const struct wined3d_d3d_info *d3d_info)
{
unsigned int start, last, i;
start = STATE_TEXTURESTAGE(d3d_info->ffp_fragment_caps.max_blend_stages, 0);
last = STATE_TEXTURESTAGE(WINED3D_MAX_FFP_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
for (i = start; i <= last; ++i)
{
state_table[i].representative = 0;
state_table[i].apply = state_undefined;
}
start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->ffp_fragment_caps.max_blend_stages);
last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_FFP_TEXTURES - 1);
for (i = start; i <= last; ++i)
{
state_table[i].representative = 0;
state_table[i].apply = state_undefined;
}
start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
for (i = start; i <= last; ++i)
{
state_table[i].representative = 0;
state_table[i].apply = state_undefined;
}
}
static void validate_state_table(struct wined3d_state_entry *state_table)
{
static const struct
{
DWORD first;
DWORD last;
}
rs_holes[] =
{
{ 1, 8},
{ 11, 14},
{ 16, 23},
{ 27, 27},
{ 30, 33},
{ 39, 40},
{ 42, 47},
{ 49, 59},
{ 61, 135},
{138, 138},
{144, 144},
{149, 150},
{153, 153},
{162, 165},
{167, 193},
{195, 209},
{ 0, 0},
};
static const unsigned int simple_states[] =
{
STATE_MATERIAL,
STATE_VDECL,
STATE_STREAMSRC,
STATE_INDEXBUFFER,
STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
STATE_SHADER(WINED3D_SHADER_TYPE_HULL),
STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN),
STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL),
STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN),
STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
STATE_COMPUTE_SHADER_RESOURCE_BINDING,
STATE_GRAPHICS_SHADER_RESOURCE_BINDING,
STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING,
STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING,
STATE_VIEWPORT,
STATE_LIGHT_TYPE,
STATE_SCISSORRECT,
STATE_RASTERIZER,
STATE_POINTSPRITECOORDORIGIN,
STATE_BASEVERTEXINDEX,
STATE_FRAMEBUFFER,
STATE_POINT_ENABLE,
STATE_COLOR_KEY,
STATE_BLEND,
STATE_BLEND_FACTOR,
STATE_DEPTH_STENCIL,
STATE_STENCIL_REF,
STATE_DEPTH_BOUNDS,
};
unsigned int i, current;
for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
{
if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
{
if (!state_table[i].representative)
ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
}
else if (state_table[i].representative)
ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
if (i == STATE_RENDER(rs_holes[current].last)) ++current;
}
for (i = 0; i < ARRAY_SIZE(simple_states); ++i)
{
if (!state_table[simple_states[i]].representative)
ERR("State %s (%#x) should have a representative.\n",
debug_d3dstate(simple_states[i]), simple_states[i]);
}
for (i = 0; i < STATE_HIGHEST + 1; ++i)
{
unsigned int rep = state_table[i].representative;
if (rep)
{
if (state_table[rep].representative != rep)
{
ERR("State %s (%#x) has invalid representative %s (%#x).\n",
debug_d3dstate(i), i, debug_d3dstate(rep), rep);
state_table[i].representative = 0;
}
if (rep != i)
{
if (state_table[i].apply)
ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
}
else if (!state_table[i].apply)
{
ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
}
}
}
}
HRESULT compile_state_table(struct wined3d_state_entry *state_table, APPLYSTATEFUNC **dev_multistate_funcs,
const struct wined3d_d3d_info *d3d_info, const BOOL *supported_extensions,
const struct wined3d_vertex_pipe_ops *vertex, const struct wined3d_fragment_pipe_ops *fragment,
const struct wined3d_state_entry_template *misc)
{
APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
const struct wined3d_state_entry_template *cur;
unsigned int i, type, handlers;
BOOL set[STATE_HIGHEST + 1];
memset(multistate_funcs, 0, sizeof(multistate_funcs));
for (i = 0; i < STATE_HIGHEST + 1; ++i)
{
state_table[i].representative = 0;
state_table[i].apply = state_undefined;
}
for (type = 0; type < 3; ++type)
{
/* This switch decides the order in which the states are applied */
switch (type)
{
case 0: cur = misc; break;
case 1: cur = fragment->states; break;
case 2: cur = vertex->vp_states; break;
default: cur = NULL; /* Stupid compiler */
}
if (!cur) continue;
/* GL extension filtering should not prevent multiple handlers being applied from different
* pipeline parts
*/
memset(set, 0, sizeof(set));
for (i = 0; cur[i].state; ++i)
{
APPLYSTATEFUNC *funcs_array;
/* Only use the first matching state with the available extension from one template.
* e.g.
* {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
* {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
*
* if GL_XYZ_fancy is supported, ignore the 2nd line
*/
if (set[cur[i].state]) continue;
/* Skip state lines depending on unsupported extensions */
if (!supported_extensions[cur[i].extension]) continue;
set[cur[i].state] = TRUE;
/* In some cases having an extension means that nothing has to be
* done for a state, e.g. if GL_ARB_texture_non_power_of_two is
* supported, the texture coordinate fixup can be ignored. If the
* apply function is used, mark the state set(done above) to prevent
* applying later lines, but do not record anything in the state
* table
*/
if (!cur[i].content.representative) continue;
handlers = num_handlers(multistate_funcs[cur[i].state]);
multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
switch (handlers)
{
case 0:
state_table[cur[i].state].apply = cur[i].content.apply;
break;
case 1:
state_table[cur[i].state].apply = multistate_apply_2;
if (!(dev_multistate_funcs[cur[i].state] = heap_calloc(2, sizeof(**dev_multistate_funcs))))
goto out_of_mem;
dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
break;
case 2:
state_table[cur[i].state].apply = multistate_apply_3;
if (!(funcs_array = heap_realloc(dev_multistate_funcs[cur[i].state],
sizeof(**dev_multistate_funcs) * 3)))
goto out_of_mem;
dev_multistate_funcs[cur[i].state] = funcs_array;
dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
break;
default:
ERR("Unexpected amount of state handlers for state %u: %u.\n",
cur[i].state, handlers + 1);
}
if (state_table[cur[i].state].representative
&& state_table[cur[i].state].representative != cur[i].content.representative)
{
FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
debug_d3dstate(cur[i].state), cur[i].state);
}
state_table[cur[i].state].representative = cur[i].content.representative;
}
}
prune_invalid_states(state_table, d3d_info);
validate_state_table(state_table);
return WINED3D_OK;
out_of_mem:
for (i = 0; i <= STATE_HIGHEST; ++i)
{
heap_free(dev_multistate_funcs[i]);
}
memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1) * sizeof(*dev_multistate_funcs));
return E_OUTOFMEMORY;
}