2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 /* GL locking for state handlers is done by the caller. */
40 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
42 ERR("Undefined state.\n");
45 static void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
47 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
50 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
52 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
56 case WINED3D_FILL_POINT:
57 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
58 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
60 case WINED3D_FILL_WIREFRAME:
61 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
64 case WINED3D_FILL_SOLID:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
69 FIXME("Unrecognized fill mode %#x.\n", mode);
73 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
75 /* Lighting is not enabled if transformed vertices are drawn, but lighting
76 * does not affect the stream sources, so it is not grouped for
77 * performance reasons. This state reads the decoded vertex declaration,
78 * so if it is dirty don't do anything. The vertex declaration applying
79 * function calls this function for updating. */
80 if (isStateDirty(context, STATE_VDECL))
83 if (state->render_states[WINED3D_RS_LIGHTING]
84 && !context->swapchain->device->strided_streams.position_transformed)
86 glEnable(GL_LIGHTING);
87 checkGLcall("glEnable GL_LIGHTING");
89 glDisable(GL_LIGHTING);
90 checkGLcall("glDisable GL_LIGHTING");
94 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
96 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
99 /* No z test without depth stencil buffers */
100 if (!state->fb->depth_stencil)
102 TRACE("No Z buffer - disabling depth test\n");
103 zenable = WINED3D_ZB_FALSE;
108 case WINED3D_ZB_FALSE:
109 glDisable(GL_DEPTH_TEST);
110 checkGLcall("glDisable GL_DEPTH_TEST");
112 case WINED3D_ZB_TRUE:
113 glEnable(GL_DEPTH_TEST);
114 checkGLcall("glEnable GL_DEPTH_TEST");
116 case WINED3D_ZB_USEW:
117 glEnable(GL_DEPTH_TEST);
118 checkGLcall("glEnable GL_DEPTH_TEST");
119 FIXME("W buffer is not well handled\n");
122 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
126 if (context->gl_info->supported[ARB_DEPTH_CLAMP])
128 if (!zenable && context->swapchain->device->strided_streams.position_transformed)
130 glEnable(GL_DEPTH_CLAMP);
131 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
135 glDisable(GL_DEPTH_CLAMP);
136 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
139 else if (!zenable && !once++)
140 FIXME("Z buffer disabled, but ARB_depth_clamp isn't supported.\n");
143 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
145 /* glFrontFace() is set in context.c at context init and on an
146 * offscreen / onscreen rendering switch. */
147 switch (state->render_states[WINED3D_RS_CULLMODE])
149 case WINED3D_CULL_NONE:
150 glDisable(GL_CULL_FACE);
151 checkGLcall("glDisable GL_CULL_FACE");
153 case WINED3D_CULL_CW:
154 glEnable(GL_CULL_FACE);
155 checkGLcall("glEnable GL_CULL_FACE");
156 glCullFace(GL_FRONT);
157 checkGLcall("glCullFace(GL_FRONT)");
159 case WINED3D_CULL_CCW:
160 glEnable(GL_CULL_FACE);
161 checkGLcall("glEnable GL_CULL_FACE");
163 checkGLcall("glCullFace(GL_BACK)");
166 FIXME("Unrecognized cull mode %#x.\n",
167 state->render_states[WINED3D_RS_CULLMODE]);
171 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
173 switch (state->render_states[WINED3D_RS_SHADEMODE])
175 case WINED3D_SHADE_FLAT:
176 glShadeModel(GL_FLAT);
177 checkGLcall("glShadeModel(GL_FLAT)");
179 case WINED3D_SHADE_GOURAUD:
180 glShadeModel(GL_SMOOTH);
181 checkGLcall("glShadeModel(GL_SMOOTH)");
183 case WINED3D_SHADE_PHONG:
184 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
187 FIXME("Unrecognized shade mode %#x.\n",
188 state->render_states[WINED3D_RS_SHADEMODE]);
192 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
194 if (state->render_states[WINED3D_RS_DITHERENABLE])
197 checkGLcall("glEnable GL_DITHER");
201 glDisable(GL_DITHER);
202 checkGLcall("glDisable GL_DITHER");
206 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
208 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
209 * If yes, this has to be merged with ZENABLE and ZFUNC. */
210 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
213 checkGLcall("glDepthMask(1)");
218 checkGLcall("glDepthMask(0)");
222 static GLenum gl_compare_func(enum wined3d_cmp_func f)
226 case WINED3D_CMP_NEVER:
228 case WINED3D_CMP_LESS:
230 case WINED3D_CMP_EQUAL:
232 case WINED3D_CMP_LESSEQUAL:
234 case WINED3D_CMP_GREATER:
236 case WINED3D_CMP_NOTEQUAL:
238 case WINED3D_CMP_GREATEREQUAL:
240 case WINED3D_CMP_ALWAYS:
243 FIXME("Unrecognized compare function %#x.\n", f);
248 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
250 GLenum depth_func = gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
252 if (!depth_func) return;
254 if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
257 /* There are a few issues with this: First, our inability to
258 * select a proper Z depth, most of the time we're stuck with
259 * D24S8, even if the app selects D32 or D16. There seem to be
260 * some other precision problems which have to be debugged to
261 * make NOTEQUAL and EQUAL work properly. */
265 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
269 glDepthFunc(depth_func);
270 checkGLcall("glDepthFunc");
273 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
277 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
278 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
279 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
280 checkGLcall("glLightModel for MODEL_AMBIENT");
283 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
285 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
288 static GLenum gl_blend_op(enum wined3d_blend_op op)
292 case WINED3D_BLEND_OP_ADD:
293 return GL_FUNC_ADD_EXT;
294 case WINED3D_BLEND_OP_SUBTRACT:
295 return GL_FUNC_SUBTRACT_EXT;
296 case WINED3D_BLEND_OP_REVSUBTRACT:
297 return GL_FUNC_REVERSE_SUBTRACT_EXT;
298 case WINED3D_BLEND_OP_MIN:
300 case WINED3D_BLEND_OP_MAX:
303 FIXME("Unhandled blend op %#x.\n", op);
308 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
310 const struct wined3d_gl_info *gl_info = context->gl_info;
311 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
312 GLenum blend_equation = GL_FUNC_ADD_EXT;
314 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
315 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
316 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
318 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
322 blend_equation = gl_blend_op(state->render_states[WINED3D_RS_BLENDOP]);
323 blend_equation_alpha = gl_blend_op(state->render_states[WINED3D_RS_BLENDOPALPHA]);
324 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
326 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
328 GL_EXTCALL(glBlendEquationSeparateEXT(blend_equation, blend_equation_alpha));
329 checkGLcall("glBlendEquationSeparateEXT");
333 GL_EXTCALL(glBlendEquationEXT(blend_equation));
334 checkGLcall("glBlendEquation");
338 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
342 case WINED3D_BLEND_ZERO:
344 case WINED3D_BLEND_ONE:
346 case WINED3D_BLEND_SRCCOLOR:
348 case WINED3D_BLEND_INVSRCCOLOR:
349 return GL_ONE_MINUS_SRC_COLOR;
350 case WINED3D_BLEND_SRCALPHA:
352 case WINED3D_BLEND_INVSRCALPHA:
353 return GL_ONE_MINUS_SRC_ALPHA;
354 case WINED3D_BLEND_DESTCOLOR:
356 case WINED3D_BLEND_INVDESTCOLOR:
357 return GL_ONE_MINUS_DST_COLOR;
358 /* To compensate for the lack of format switching with backbuffer
359 * offscreen rendering, and with onscreen rendering, we modify the
360 * alpha test parameters for (INV)DESTALPHA if the render target
361 * doesn't support alpha blending. A nonexistent alpha channel
362 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
363 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
364 case WINED3D_BLEND_DESTALPHA:
365 return dst_format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
366 case WINED3D_BLEND_INVDESTALPHA:
367 return dst_format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
368 case WINED3D_BLEND_SRCALPHASAT:
369 return GL_SRC_ALPHA_SATURATE;
370 case WINED3D_BLEND_BLENDFACTOR:
371 return GL_CONSTANT_COLOR_EXT;
372 case WINED3D_BLEND_INVBLENDFACTOR:
373 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
375 FIXME("Unhandled blend factor %#x.\n", factor);
380 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
382 const struct wined3d_surface *target = state->fb->render_targets[0];
383 const struct wined3d_gl_info *gl_info = context->gl_info;
384 GLenum srcBlend, dstBlend;
385 enum wined3d_blend d3d_blend;
387 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
388 * blending parameters to work. */
389 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]
390 || state->render_states[WINED3D_RS_EDGEANTIALIAS]
391 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
393 /* Disable blending in all cases even without pixelshaders.
394 * With blending on we could face a big performance penalty.
395 * The d3d9 visual test confirms the behavior. */
396 if (context->render_offscreen
397 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
400 checkGLcall("glDisable GL_BLEND");
404 checkGLcall("glEnable GL_BLEND");
408 checkGLcall("glDisable GL_BLEND");
409 /* Nothing more to do - get out */
413 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
414 * source blending values which are still valid up to d3d9. They should
415 * not occur as dest blend values. */
416 d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
417 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
419 srcBlend = GL_SRC_ALPHA;
420 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
422 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
424 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
425 dstBlend = GL_SRC_ALPHA;
429 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
430 dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND],
431 target->resource.format);
434 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
435 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
437 glEnable(GL_LINE_SMOOTH);
438 checkGLcall("glEnable(GL_LINE_SMOOTH)");
439 if(srcBlend != GL_SRC_ALPHA) {
440 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
442 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
443 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
446 glDisable(GL_LINE_SMOOTH);
447 checkGLcall("glDisable(GL_LINE_SMOOTH)");
450 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
451 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
452 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
454 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
456 GLenum srcBlendAlpha, dstBlendAlpha;
458 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
459 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
461 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
465 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
466 * source blending values which are still valid up to d3d9. They should
467 * not occur as dest blend values. */
468 d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
469 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
471 srcBlendAlpha = GL_SRC_ALPHA;
472 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
474 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
476 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
477 dstBlendAlpha = GL_SRC_ALPHA;
481 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
482 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA],
483 target->resource.format);
486 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
487 checkGLcall("glBlendFuncSeparateEXT");
489 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
490 glBlendFunc(srcBlend, dstBlend);
491 checkGLcall("glBlendFunc");
494 /* Colorkey fixup for stage 0 alphaop depends on
495 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
496 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
497 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
500 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
502 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
505 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
507 const struct wined3d_gl_info *gl_info = context->gl_info;
510 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
512 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col);
513 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
514 checkGLcall("glBlendColor");
517 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
521 BOOL enable_ckey = FALSE;
523 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
525 /* Find out if the texture on the first stage has a ckey set
526 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
527 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
528 * used WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
529 * in case it finds some texture+colorkeyenable combination which needs extra care.
531 if (state->textures[0])
533 struct wined3d_texture *texture = state->textures[0];
534 GLenum texture_dimensions = texture->target;
536 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
538 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
540 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
545 if (enable_ckey || context->last_was_ckey)
546 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
547 context->last_was_ckey = enable_ckey;
549 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
550 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
552 glEnable(GL_ALPHA_TEST);
553 checkGLcall("glEnable GL_ALPHA_TEST");
555 glDisable(GL_ALPHA_TEST);
556 checkGLcall("glDisable GL_ALPHA_TEST");
557 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
563 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
565 glParm = GL_NOTEQUAL;
570 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
571 glParm = gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
574 glAlphaFunc(glParm, ref);
575 checkGLcall("glAlphaFunc");
579 static void shaderconstant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
581 const struct wined3d_device *device = context->swapchain->device;
583 /* Vertex and pixel shader states will call a shader upload, don't do
584 * anything as long one of them has an update pending. */
585 if (isStateDirty(context, STATE_VDECL)
586 || isStateDirty(context, STATE_PIXELSHADER))
589 device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
592 static void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
594 DWORD enable = 0xFFFFFFFF;
595 DWORD disable = 0x00000000;
599 const struct wined3d_device *device = context->swapchain->device;
601 if (!device->vs_clipping)
603 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
604 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
605 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
606 * of that - don't do anything here and keep them disabled
608 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE])
610 static BOOL warned = FALSE;
612 FIXME("Clipping not supported with vertex shaders\n");
619 /* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are
620 * hardcoded into the shader. Update the shader to update the enabled clipplanes */
621 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
623 device->shader_backend->shader_select(context, use_ps(state), TRUE);
624 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
625 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
629 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
630 * of already set values
633 /* If enabling / disabling all
634 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
636 if (state->render_states[WINED3D_RS_CLIPPING])
638 enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
639 disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
643 disable = 0xffffffff;
647 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
648 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
649 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
650 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
651 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
652 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
654 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
655 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
656 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
657 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
658 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
659 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
662 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
664 const struct wined3d_gl_info *gl_info = context->gl_info;
665 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
666 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
667 * specular color. This is wrong:
668 * Separate specular color means the specular colour is maintained separately, whereas
669 * single color means it is merged in. However in both cases they are being used to
671 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
672 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
676 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
677 * Instead, we need to setup the FinalCombiner properly.
679 * The default setup for the FinalCombiner is:
681 * <variable> <input> <mapping> <usage>
682 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
683 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
684 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
685 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
686 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
687 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
688 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
690 * That's pretty much fine as it is, except for variable B, which needs to take
691 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
692 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
695 TRACE("Setting specular enable state and materials\n");
696 if (state->render_states[WINED3D_RS_SPECULARENABLE])
698 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
699 checkGLcall("glMaterialfv");
701 if (state->material.power > gl_info->limits.shininess)
703 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
704 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
705 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
706 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
707 * them, it should be safe to do so without major visual distortions.
709 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
710 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
714 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
716 checkGLcall("glMaterialf(GL_SHININESS)");
718 if (gl_info->supported[EXT_SECONDARY_COLOR])
720 glEnable(GL_COLOR_SUM_EXT);
724 TRACE("Specular colors cannot be enabled in this version of opengl\n");
726 checkGLcall("glEnable(GL_COLOR_SUM)");
728 if (gl_info->supported[NV_REGISTER_COMBINERS])
730 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
731 checkGLcall("glFinalCombinerInputNV()");
734 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
736 /* for the case of enabled lighting: */
737 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
738 checkGLcall("glMaterialfv");
740 /* for the case of disabled lighting: */
741 if (gl_info->supported[EXT_SECONDARY_COLOR])
743 glDisable(GL_COLOR_SUM_EXT);
747 TRACE("Specular colors cannot be disabled in this version of opengl\n");
749 checkGLcall("glDisable(GL_COLOR_SUM)");
751 if (gl_info->supported[NV_REGISTER_COMBINERS])
753 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
754 checkGLcall("glFinalCombinerInputNV()");
758 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
759 state->material.diffuse.r, state->material.diffuse.g,
760 state->material.diffuse.b, state->material.diffuse.a);
761 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
762 state->material.ambient.r, state->material.ambient.g,
763 state->material.ambient.b, state->material.ambient.a);
764 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
765 state->material.specular.r, state->material.specular.g,
766 state->material.specular.b, state->material.specular.a);
767 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
768 state->material.emissive.r, state->material.emissive.g,
769 state->material.emissive.b, state->material.emissive.a);
771 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
772 checkGLcall("glMaterialfv(GL_AMBIENT)");
773 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
774 checkGLcall("glMaterialfv(GL_DIFFUSE)");
775 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
776 checkGLcall("glMaterialfv(GL_EMISSION)");
779 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
781 const struct wined3d_gl_info *gl_info = context->gl_info;
784 /* Note the texture color applies to all textures whereas
785 * GL_TEXTURE_ENV_COLOR applies to active only. */
787 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
789 /* And now the default texture color as well */
790 for (i = 0; i < gl_info->limits.texture_stages; ++i)
792 /* Note the WINED3D_RS value applies to all textures, but GL has one
793 * per texture, so apply it now ready to be used! */
794 context_active_texture(context, gl_info, i);
796 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
797 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
801 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
802 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
804 const struct wined3d_gl_info *gl_info = context->gl_info;
806 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
807 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
808 GL_EXTCALL(glActiveStencilFaceEXT(face));
809 checkGLcall("glActiveStencilFaceEXT(...)");
810 glStencilFunc(func, ref, mask);
811 checkGLcall("glStencilFunc(...)");
812 glStencilOp(stencilFail, depthFail, stencilPass);
813 checkGLcall("glStencilOp(...)");
816 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
820 case WINED3D_STENCIL_OP_KEEP:
822 case WINED3D_STENCIL_OP_ZERO:
824 case WINED3D_STENCIL_OP_REPLACE:
826 case WINED3D_STENCIL_OP_INCR_SAT:
828 case WINED3D_STENCIL_OP_DECR_SAT:
830 case WINED3D_STENCIL_OP_INVERT:
832 case WINED3D_STENCIL_OP_INCR:
833 return GL_INCR_WRAP_EXT;
834 case WINED3D_STENCIL_OP_DECR:
835 return GL_DECR_WRAP_EXT;
837 FIXME("Unrecognized stencil op %#x.\n", op);
842 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
844 const struct wined3d_gl_info *gl_info = context->gl_info;
845 DWORD onesided_enable = FALSE;
846 DWORD twosided_enable = FALSE;
847 GLint func = GL_ALWAYS;
848 GLint func_ccw = GL_ALWAYS;
851 GLint stencilFail = GL_KEEP;
852 GLint depthFail = GL_KEEP;
853 GLint stencilPass = GL_KEEP;
854 GLint stencilFail_ccw = GL_KEEP;
855 GLint depthFail_ccw = GL_KEEP;
856 GLint stencilPass_ccw = GL_KEEP;
858 /* No stencil test without a stencil buffer. */
859 if (!state->fb->depth_stencil)
861 glDisable(GL_STENCIL_TEST);
862 checkGLcall("glDisable GL_STENCIL_TEST");
866 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
867 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
868 if (!(func = gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
870 if (!(func_ccw = gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
871 func_ccw = GL_ALWAYS;
872 ref = state->render_states[WINED3D_RS_STENCILREF];
873 mask = state->render_states[WINED3D_RS_STENCILMASK];
874 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
875 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
876 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
877 stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
878 depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
879 stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
881 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
882 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
883 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
884 onesided_enable, twosided_enable, ref, mask,
885 func, stencilFail, depthFail, stencilPass,
886 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
888 if (twosided_enable && onesided_enable) {
889 glEnable(GL_STENCIL_TEST);
890 checkGLcall("glEnable GL_STENCIL_TEST");
892 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
894 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
895 * which has an effect on the code below too. If we apply the front face
896 * afterwards, we are sure that the active stencil face is set to front,
897 * and other stencil functions which do not use two sided stencil do not have
900 renderstate_stencil_twosided(context, GL_BACK,
901 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
902 renderstate_stencil_twosided(context, GL_FRONT,
903 func, ref, mask, stencilFail, depthFail, stencilPass);
905 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
907 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
908 checkGLcall("glStencilFuncSeparateATI(...)");
909 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
910 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
911 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
912 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
914 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
917 else if(onesided_enable)
919 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
921 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
922 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
925 /* This code disables the ATI extension as well, since the standard stencil functions are equal
926 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
928 glEnable(GL_STENCIL_TEST);
929 checkGLcall("glEnable GL_STENCIL_TEST");
930 glStencilFunc(func, ref, mask);
931 checkGLcall("glStencilFunc(...)");
932 glStencilOp(stencilFail, depthFail, stencilPass);
933 checkGLcall("glStencilOp(...)");
935 glDisable(GL_STENCIL_TEST);
936 checkGLcall("glDisable GL_STENCIL_TEST");
940 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
942 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
943 const struct wined3d_gl_info *gl_info = context->gl_info;
945 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
946 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
948 checkGLcall("glStencilMask");
949 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
950 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
954 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
956 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
959 checkGLcall("glStencilMask");
962 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
965 const struct wined3d_gl_info *gl_info = context->gl_info;
966 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
968 if (!state->render_states[WINED3D_RS_FOGENABLE])
971 /* Table fog on: Never use fog coords, and use per-fragment fog */
972 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
974 glHint(GL_FOG_HINT, GL_NICEST);
975 if(context->fog_coord) {
976 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
977 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
978 context->fog_coord = FALSE;
981 /* Range fog is only used with per-vertex fog in d3d */
982 if (gl_info->supported[NV_FOG_DISTANCE])
984 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
985 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
990 /* Otherwise use per-vertex fog in any case */
991 glHint(GL_FOG_HINT, GL_FASTEST);
993 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
995 /* No fog at all, or transformed vertices: Use fog coord */
996 if(!context->fog_coord) {
997 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
998 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
999 context->fog_coord = TRUE;
1004 /* Otherwise, use the fragment depth */
1005 if(context->fog_coord) {
1006 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1007 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1008 context->fog_coord = FALSE;
1011 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1013 if (gl_info->supported[NV_FOG_DISTANCE])
1015 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1016 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1020 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1023 else if (gl_info->supported[NV_FOG_DISTANCE])
1025 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1026 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1031 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1033 float fogstart, fogend;
1039 switch(context->fog_source) {
1045 case FOGSOURCE_COORD:
1051 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
1052 fogstart = tmpvalue.f;
1053 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
1054 fogend = tmpvalue.f;
1055 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
1056 if(fogstart == fogend) {
1057 fogstart = -1.0f / 0.0f;
1063 /* This should not happen.context->fog_source is set in wined3d, not the app.
1064 * Still this is needed to make the compiler happy
1066 ERR("Unexpected fog coordinate source\n");
1071 glFogf(GL_FOG_START, fogstart);
1072 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1073 TRACE("Fog Start == %f\n", fogstart);
1075 glFogf(GL_FOG_END, fogend);
1076 checkGLcall("glFogf(GL_FOG_END, fogend)");
1077 TRACE("Fog End == %f\n", fogend);
1080 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1082 enum fogsource new_source;
1084 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1086 if (!state->render_states[WINED3D_RS_FOGENABLE])
1088 /* No fog? Disable it, and we're done :-) */
1089 glDisableWINE(GL_FOG);
1090 checkGLcall("glDisable GL_FOG");
1096 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1097 * It can use the Z value of the vertex, or the alpha component of the specular color.
1098 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1099 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1100 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1102 * FOGTABLEMODE != NONE:
1103 * The Z value is used, with the equation specified, no matter what vertex type.
1105 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1106 * Per vertex fog is calculated using the specified fog equation and the parameters
1108 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1109 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1110 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1113 * Rules for vertex fog with shaders:
1115 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1116 * the fog computation to happen during transformation while openGL expects it to happen
1117 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1118 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1119 * To solve this problem, WineD3D does:
1120 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1122 * and 2) disables the fog computation (in either the fixed function or programmable
1123 * rasterizer) if using a vertex program.
1125 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1126 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1127 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1128 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1129 * There are some GL differences between specular fog coords and vertex shaders though.
1131 * With table fog the vertex shader fog coordinate is ignored.
1133 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1137 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1138 * the system will apply only pixel(=table) fog effects."
1140 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1144 glFogi(GL_FOG_MODE, GL_LINEAR);
1145 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1146 new_source = FOGSOURCE_VS;
1150 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1152 /* If processed vertices are used, fall through to the NONE case */
1153 case WINED3D_FOG_EXP:
1154 if (!context->last_was_rhw)
1156 glFogi(GL_FOG_MODE, GL_EXP);
1157 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1158 new_source = FOGSOURCE_FFP;
1163 case WINED3D_FOG_EXP2:
1164 if (!context->last_was_rhw)
1166 glFogi(GL_FOG_MODE, GL_EXP2);
1167 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1168 new_source = FOGSOURCE_FFP;
1173 case WINED3D_FOG_LINEAR:
1174 if (!context->last_was_rhw)
1176 glFogi(GL_FOG_MODE, GL_LINEAR);
1177 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1178 new_source = FOGSOURCE_FFP;
1183 case WINED3D_FOG_NONE:
1184 /* Both are none? According to msdn the alpha channel of the specular
1185 * color contains a fog factor. Set it in drawStridedSlow.
1186 * Same happens with Vertexfog on transformed vertices
1188 new_source = FOGSOURCE_COORD;
1189 glFogi(GL_FOG_MODE, GL_LINEAR);
1190 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1194 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1195 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1196 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1200 new_source = FOGSOURCE_FFP;
1202 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1204 case WINED3D_FOG_EXP:
1205 glFogi(GL_FOG_MODE, GL_EXP);
1206 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1209 case WINED3D_FOG_EXP2:
1210 glFogi(GL_FOG_MODE, GL_EXP2);
1211 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1214 case WINED3D_FOG_LINEAR:
1215 glFogi(GL_FOG_MODE, GL_LINEAR);
1216 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1219 case WINED3D_FOG_NONE: /* Won't happen */
1221 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1222 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1226 glEnableWINE(GL_FOG);
1227 checkGLcall("glEnable GL_FOG");
1228 if (new_source != context->fog_source)
1230 context->fog_source = new_source;
1231 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1235 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1239 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
1240 glFogfv(GL_FOG_COLOR, &col[0]);
1241 checkGLcall("glFog GL_FOG_COLOR");
1244 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1251 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1252 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1253 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1256 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1258 const struct wined3d_device *device = context->swapchain->device;
1261 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1262 * The vertex declaration will call this function if the fixed function pipeline is used.
1265 if(isStateDirty(context, STATE_VDECL)) {
1269 context->num_untracked_materials = 0;
1270 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1271 && state->render_states[WINED3D_RS_COLORVERTEX])
1273 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1274 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1275 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1276 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1277 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1279 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1281 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1282 Parm = GL_AMBIENT_AND_DIFFUSE;
1285 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1287 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1288 context->num_untracked_materials++;
1290 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1292 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1293 context->num_untracked_materials++;
1296 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1299 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1301 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1302 context->num_untracked_materials++;
1304 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1306 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1307 context->num_untracked_materials++;
1310 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1313 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1315 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1316 context->num_untracked_materials++;
1319 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1325 /* Nothing changed, return. */
1326 if (Parm == context->tracking_parm) return;
1329 glDisable(GL_COLOR_MATERIAL);
1330 checkGLcall("glDisable GL_COLOR_MATERIAL");
1332 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1333 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1334 glEnable(GL_COLOR_MATERIAL);
1335 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1338 /* Apparently calls to glMaterialfv are ignored for properties we're
1339 * tracking with glColorMaterial, so apply those here. */
1340 switch (context->tracking_parm) {
1341 case GL_AMBIENT_AND_DIFFUSE:
1342 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1343 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1344 checkGLcall("glMaterialfv");
1348 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1349 checkGLcall("glMaterialfv");
1353 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1354 checkGLcall("glMaterialfv");
1358 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1359 checkGLcall("glMaterialfv");
1363 /* Only change material color if specular is enabled, otherwise it is set to black */
1364 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1366 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1367 checkGLcall("glMaterialfv");
1371 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1372 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1373 checkGLcall("glMaterialfv");
1378 context->tracking_parm = Parm;
1381 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1386 struct wined3d_line_pattern lp;
1388 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1390 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1392 if (tmppattern.lp.repeat_factor)
1394 glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1395 checkGLcall("glLineStipple(repeat, linepattern)");
1396 glEnable(GL_LINE_STIPPLE);
1397 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1401 glDisable(GL_LINE_STIPPLE);
1402 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1406 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1408 if (isStateDirty(context, STATE_VDECL))
1411 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1412 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1413 * by zero and is not properly defined in opengl, so avoid it
1415 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1416 && (context->swapchain->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1418 glEnable(GL_NORMALIZE);
1419 checkGLcall("glEnable(GL_NORMALIZE);");
1423 glDisable(GL_NORMALIZE);
1424 checkGLcall("glDisable(GL_NORMALIZE);");
1428 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1435 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1436 if (tmpvalue.f != 1.0f)
1438 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1440 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1441 if (tmpvalue.f != 64.0f)
1443 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1448 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1450 const struct wined3d_gl_info *gl_info = context->gl_info;
1457 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1458 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1460 /* Max point size trumps min point size */
1465 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1466 checkGLcall("glPointParameterfEXT(...)");
1467 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1468 checkGLcall("glPointParameterfEXT(...)");
1471 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1473 const struct wined3d_gl_info *gl_info = context->gl_info;
1480 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1481 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1483 /* Max point size trumps min point size */
1488 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1489 checkGLcall("glPointParameterfARB(...)");
1490 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1491 checkGLcall("glPointParameterfARB(...)");
1494 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1496 const struct wined3d_gl_info *gl_info = context->gl_info;
1497 /* TODO: Group this with the viewport */
1499 * POINTSCALEENABLE controls how point size value is treated. If set to
1500 * true, the point size is scaled with respect to height of viewport.
1501 * When set to false point size is in pixels.
1504 /* Default values */
1505 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1509 } pointSize, A, B, C;
1511 pointSize.d = state->render_states[WINED3D_RS_POINTSIZE];
1512 A.d = state->render_states[WINED3D_RS_POINTSCALE_A];
1513 B.d = state->render_states[WINED3D_RS_POINTSCALE_B];
1514 C.d = state->render_states[WINED3D_RS_POINTSCALE_C];
1516 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1518 DWORD h = state->viewport.height;
1519 GLfloat scaleFactor;
1521 if (pointSize.f < gl_info->limits.pointsize_min)
1523 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1524 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1525 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1526 * are less than 1.0f. scale_factor = 1.0f / point_size.
1528 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1529 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1530 * is 1.0, but then accepts points below that and draws too small points
1532 pointSize.f = gl_info->limits.pointsize_min;
1534 else if(pointSize.f > gl_info->limits.pointsize_max)
1536 /* gl already scales the input to glPointSize,
1537 * d3d scales the result after the point size scale.
1538 * If the point size is bigger than the max size, use the
1539 * scaling to scale it bigger, and set the gl point size to max
1541 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1542 TRACE("scale: %f\n", scaleFactor);
1543 pointSize.f = gl_info->limits.pointsize_max;
1547 scaleFactor = powf(h * scaleFactor, 2);
1549 att[0] = A.f / scaleFactor;
1550 att[1] = B.f / scaleFactor;
1551 att[2] = C.f / scaleFactor;
1554 if (gl_info->supported[ARB_POINT_PARAMETERS])
1556 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1557 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1559 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1561 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1562 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1564 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1566 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1569 glPointSize(pointSize.f);
1570 checkGLcall("glPointSize(...);");
1573 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1575 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1578 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1580 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1581 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1582 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1583 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1585 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1586 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1587 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1588 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1589 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1590 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1591 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1592 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1593 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1594 checkGLcall("glColorMask(...)");
1596 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1597 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1599 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1600 mask0, mask1, mask2, mask3);
1601 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1605 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1607 GL_EXTCALL(glColorMaskIndexedEXT(index,
1608 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1609 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1610 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1611 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1614 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1616 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1619 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1621 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1624 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1626 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1629 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1631 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1634 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1636 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1638 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1639 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1641 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1642 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1646 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1648 if (state->render_states[WINED3D_RS_LASTPIXEL])
1650 TRACE("Last Pixel Drawing Enabled\n");
1656 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1659 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1664 static void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1668 /* TODO: NV_POINT_SPRITE */
1669 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1671 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1672 FIXME("Point sprites not supported\n");
1677 static void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1679 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1681 glEnable(GL_POINT_SPRITE_ARB);
1682 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1684 glDisable(GL_POINT_SPRITE_ARB);
1685 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1689 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1691 if (state->render_states[WINED3D_RS_WRAP0]
1692 || state->render_states[WINED3D_RS_WRAP1]
1693 || state->render_states[WINED3D_RS_WRAP2]
1694 || state->render_states[WINED3D_RS_WRAP3]
1695 || state->render_states[WINED3D_RS_WRAP4]
1696 || state->render_states[WINED3D_RS_WRAP5]
1697 || state->render_states[WINED3D_RS_WRAP6]
1698 || state->render_states[WINED3D_RS_WRAP7]
1699 || state->render_states[WINED3D_RS_WRAP8]
1700 || state->render_states[WINED3D_RS_WRAP9]
1701 || state->render_states[WINED3D_RS_WRAP10]
1702 || state->render_states[WINED3D_RS_WRAP11]
1703 || state->render_states[WINED3D_RS_WRAP12]
1704 || state->render_states[WINED3D_RS_WRAP13]
1705 || state->render_states[WINED3D_RS_WRAP14]
1706 || state->render_states[WINED3D_RS_WRAP15])
1707 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1710 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1712 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1713 WARN("Multisample antialiasing not supported by GL.\n");
1716 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1718 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1720 glEnable(GL_MULTISAMPLE_ARB);
1721 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1723 glDisable(GL_MULTISAMPLE_ARB);
1724 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1728 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1730 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1732 glEnable(GL_SCISSOR_TEST);
1733 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1735 glDisable(GL_SCISSOR_TEST);
1736 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1740 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1741 * OpenGL the bias is specified in units of "the smallest value that is
1742 * guaranteed to produce a resolvable offset for a given implementation". To
1743 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1744 * There's no practical way to retrieve that value from a given GL
1745 * implementation, but the D3D application has essentially the same problem,
1746 * which makes a guess of the depth buffer format's highest possible value a
1747 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1748 * depth slope, and doesn't need to be scaled. */
1749 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1751 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1752 || state->render_states[WINED3D_RS_DEPTHBIAS])
1754 const struct wined3d_surface *depth = state->fb->depth_stencil;
1761 } scale_bias, const_bias;
1763 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1764 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1766 glEnable(GL_POLYGON_OFFSET_FILL);
1767 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1769 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1771 float bias = -(float)const_bias.d;
1772 glPolygonOffset(bias, bias);
1773 checkGLcall("glPolygonOffset");
1779 const struct wined3d_format *fmt = depth->resource.format;
1780 scale = powf(2, fmt->depth_size) - 1;
1781 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1782 debug_d3dformat(fmt->id), scale);
1786 /* The context manager will reapply this state on a depth stencil change */
1787 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1791 glPolygonOffset(scale_bias.f, const_bias.f * scale);
1792 checkGLcall("glPolygonOffset(...)");
1797 glDisable(GL_POLYGON_OFFSET_FILL);
1798 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1802 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1804 if (state->render_states[WINED3D_RS_ZVISIBLE])
1805 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1808 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1810 if (state->render_states[WINED3D_RS_TEXTUREPERSPECTIVE])
1812 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1813 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1815 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1816 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1820 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1822 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1823 FIXME("Stippled Alpha not supported yet.\n");
1826 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1828 if (state->render_states[WINED3D_RS_ANTIALIAS])
1829 FIXME("Antialias not supported yet.\n");
1832 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1834 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1835 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1836 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1839 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1841 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1842 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1843 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1846 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1854 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1856 static BOOL displayed = FALSE;
1858 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1860 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1866 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1868 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1869 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1870 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1873 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1875 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1876 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1877 state->render_states[WINED3D_RS_NORMALDEGREE]);
1880 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1882 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1883 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1884 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1887 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1894 const struct wined3d_gl_info *gl_info = context->gl_info;
1896 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1898 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1899 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1901 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1902 * In d3d9 test is not performed in this case*/
1903 if (zmin.f <= zmax.f)
1905 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1906 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1907 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1908 checkGLcall("glDepthBoundsEXT(...)");
1911 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1912 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1916 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1917 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1920 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1923 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1925 if (state->render_states[WINED3D_RS_WRAPU])
1926 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1929 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1931 if (state->render_states[WINED3D_RS_WRAPV])
1932 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1935 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1937 if (state->render_states[WINED3D_RS_MONOENABLE])
1938 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1941 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1943 if (state->render_states[WINED3D_RS_ROP2])
1944 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1947 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1949 if (state->render_states[WINED3D_RS_PLANEMASK])
1950 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1953 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1955 if (state->render_states[WINED3D_RS_SUBPIXEL])
1956 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1959 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1961 if (state->render_states[WINED3D_RS_SUBPIXELX])
1962 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1965 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1967 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1968 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1971 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1973 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1974 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1977 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1979 if (state->render_states[WINED3D_RS_ANISOTROPY])
1980 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1983 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1985 if (state->render_states[WINED3D_RS_FLUSHBATCH])
1986 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
1989 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1991 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
1992 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1995 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1997 if (state->render_states[WINED3D_RS_EXTENTS])
1998 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2001 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2003 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2004 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2007 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2009 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2010 FIXME("Software vertex processing not implemented.\n");
2013 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2014 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2015 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2016 * flag specifies the complement of the input should be used. */
2017 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2018 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2020 /* Calculate the operand */
2022 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2023 else *operand = GL_ONE_MINUS_SRC_COLOR;
2025 if (from_alpha) *operand = GL_SRC_ALPHA;
2026 else *operand = GL_SRC_COLOR;
2029 /* Calculate the source */
2030 switch (arg & WINED3DTA_SELECTMASK) {
2031 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2032 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2033 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2034 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2035 case WINED3DTA_SPECULAR:
2037 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2038 * 'Secondary color' and isn't supported until base GL supports it
2039 * There is no concept of temp registers as far as I can tell
2041 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2042 *source = GL_TEXTURE;
2045 FIXME("Unrecognized texture arg %#x\n", arg);
2046 *source = GL_TEXTURE;
2051 /* Setup the texture operations texture stage states */
2052 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2053 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2055 GLenum src1, src2, src3;
2056 GLenum opr1, opr2, opr3;
2058 GLenum src0_target, src1_target, src2_target;
2059 GLenum opr0_target, opr1_target, opr2_target;
2061 GLenum opr=0, invopr, src3_target, opr3_target;
2062 BOOL Handled = FALSE;
2064 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2066 /* This is called by a state handler which has the gl lock held and a context for the thread */
2068 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
2069 the form (a1 <operation> a2). However, some of the more complex operations
2070 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2071 in a third parameter called a0. Therefore these are operations of the form
2072 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2074 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2075 functions below, expect their syntax to differ slightly to those listed in the
2076 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2077 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2081 comb_target = GL_COMBINE_ALPHA;
2082 src0_target = GL_SOURCE0_ALPHA;
2083 src1_target = GL_SOURCE1_ALPHA;
2084 src2_target = GL_SOURCE2_ALPHA;
2085 opr0_target = GL_OPERAND0_ALPHA;
2086 opr1_target = GL_OPERAND1_ALPHA;
2087 opr2_target = GL_OPERAND2_ALPHA;
2088 scal_target = GL_ALPHA_SCALE;
2092 comb_target = GL_COMBINE_RGB;
2093 src0_target = GL_SOURCE0_RGB;
2094 src1_target = GL_SOURCE1_RGB;
2095 src2_target = GL_SOURCE2_RGB;
2096 opr0_target = GL_OPERAND0_RGB;
2097 opr1_target = GL_OPERAND1_RGB;
2098 opr2_target = GL_OPERAND2_RGB;
2099 scal_target = GL_RGB_SCALE;
2102 /* If a texture stage references an invalid texture unit the stage just
2103 * passes through the result from the previous stage */
2104 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2106 arg1 = WINED3DTA_CURRENT;
2107 op = WINED3D_TOP_SELECT_ARG1;
2110 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2112 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2114 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2116 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2117 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2119 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2121 Handled = TRUE; /* Assume will be handled */
2123 /* Other texture operations require special extensions: */
2124 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2128 invopr = GL_ONE_MINUS_SRC_ALPHA;
2129 src3_target = GL_SOURCE3_ALPHA_NV;
2130 opr3_target = GL_OPERAND3_ALPHA_NV;
2133 invopr = GL_ONE_MINUS_SRC_COLOR;
2134 src3_target = GL_SOURCE3_RGB_NV;
2135 opr3_target = GL_OPERAND3_RGB_NV;
2139 case WINED3D_TOP_DISABLE: /* Only for alpha */
2140 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2141 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2142 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2143 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2144 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2145 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2146 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2147 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2148 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2149 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2150 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2151 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2152 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2153 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2154 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2155 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2156 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2157 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2159 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2160 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2161 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2162 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2163 if (op == WINED3D_TOP_SELECT_ARG1)
2165 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2166 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2167 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2168 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2170 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2171 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2172 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2173 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2175 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2176 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2177 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2178 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2179 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2180 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2181 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2182 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2183 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2184 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2185 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2186 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2189 case WINED3D_TOP_MODULATE:
2190 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2191 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2192 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2193 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2194 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2195 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2196 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2197 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2198 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2199 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2200 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2201 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2202 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2203 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2204 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2205 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2206 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2207 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2208 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2209 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2211 case WINED3D_TOP_MODULATE_2X:
2212 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2213 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2214 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2215 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2216 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2217 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2218 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2219 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2220 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2221 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2222 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2223 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2224 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2225 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2226 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2227 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2228 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2229 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2230 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2231 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2233 case WINED3D_TOP_MODULATE_4X:
2234 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2235 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2236 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2237 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2238 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2239 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2240 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2241 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2242 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2243 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2244 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2245 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2246 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2247 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2248 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2249 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2250 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2251 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2252 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2253 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2256 case WINED3D_TOP_ADD:
2257 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2258 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2259 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2260 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2261 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2262 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2263 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2264 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2265 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2266 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2267 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2268 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2269 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2270 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2271 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2272 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2273 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2274 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2275 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2276 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2279 case WINED3D_TOP_ADD_SIGNED:
2280 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2281 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2282 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2283 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2284 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2285 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2286 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2287 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2288 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2289 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2290 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2291 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2292 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2293 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2294 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2295 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2296 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2297 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2298 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2299 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2302 case WINED3D_TOP_ADD_SIGNED_2X:
2303 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2304 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2305 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2306 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2307 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2308 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2309 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2310 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2311 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2312 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2313 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2314 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2315 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2316 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2317 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2318 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2319 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2320 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2321 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2322 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2325 case WINED3D_TOP_ADD_SMOOTH:
2326 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2327 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2328 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2329 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2330 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2331 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2332 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2333 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2334 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2335 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2336 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2337 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2338 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2339 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2340 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2341 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2343 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2344 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2345 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2346 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2348 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2349 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2350 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2351 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2354 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2355 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2356 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2357 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2358 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2359 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2360 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2361 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2362 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2363 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2364 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2365 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2366 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2367 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2368 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2369 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2370 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2371 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2372 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2373 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2374 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2376 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2377 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2378 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2379 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2380 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2381 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2382 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2383 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2384 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2385 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2386 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2387 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2388 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2389 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2390 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2391 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2392 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2393 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2394 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2395 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2396 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2398 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2399 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2400 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2401 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2402 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2403 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2404 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2405 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2406 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2407 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2408 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2409 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2410 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2411 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2412 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2413 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2414 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2415 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2416 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2417 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2418 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2420 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2421 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2422 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2423 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2424 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2425 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2426 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2427 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2428 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2429 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2430 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2431 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2432 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2433 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2434 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2435 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2436 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2437 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2438 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2439 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2440 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2442 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2443 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2444 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2445 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2446 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2447 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2448 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2449 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2450 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2451 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2452 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2453 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2454 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2455 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2456 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2457 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2458 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2460 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2461 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2463 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2464 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2465 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2466 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2468 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2469 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2470 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2471 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2472 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2473 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2474 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2475 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2476 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2477 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2478 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2479 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2480 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2482 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2483 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2485 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2486 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2487 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2488 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2489 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2490 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2491 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2492 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2494 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2495 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2496 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2497 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2498 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2499 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2500 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2501 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2502 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2503 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2504 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2505 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2506 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2507 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2508 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2509 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2510 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2512 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2513 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2514 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2515 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2517 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2518 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2519 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2520 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2522 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2523 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2524 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2525 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2526 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2528 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2529 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2530 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2531 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2533 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2534 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2535 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2536 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2537 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2538 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2539 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2540 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2542 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2543 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2545 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2546 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2547 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2548 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2549 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2550 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2551 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2552 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2554 case WINED3D_TOP_MULTIPLY_ADD:
2555 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2556 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2557 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2558 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2559 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2560 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2561 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2562 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2563 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2564 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2565 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2566 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2567 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2568 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2569 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2570 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2571 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2572 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2573 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2574 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2577 case WINED3D_TOP_BUMPENVMAP:
2578 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2579 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2585 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2586 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2590 } /* GL_NV_texture_env_combine4 */
2592 Handled = TRUE; /* Again, assume handled */
2594 case WINED3D_TOP_DISABLE: /* Only for alpha */
2595 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2596 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2597 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2598 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2599 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2600 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2601 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2602 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2604 case WINED3D_TOP_SELECT_ARG1:
2605 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2606 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2607 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2608 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2609 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2610 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2611 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2612 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2614 case WINED3D_TOP_SELECT_ARG2:
2615 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2616 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2617 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2618 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2619 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2620 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2621 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2622 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2624 case WINED3D_TOP_MODULATE:
2625 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2626 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2627 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2628 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2629 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2630 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2631 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2632 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2633 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2634 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2635 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2636 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2638 case WINED3D_TOP_MODULATE_2X:
2639 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2640 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2641 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2642 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2643 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2644 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2645 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2646 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2647 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2648 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2649 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2650 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2652 case WINED3D_TOP_MODULATE_4X:
2653 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2654 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2655 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2656 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2657 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2658 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2659 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2660 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2661 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2662 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2663 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2664 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2666 case WINED3D_TOP_ADD:
2667 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2668 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2669 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2670 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2671 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2672 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2673 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2674 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2675 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2676 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2677 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2678 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2680 case WINED3D_TOP_ADD_SIGNED:
2681 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2682 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2683 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2684 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2685 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2686 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2687 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2688 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2689 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2690 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2691 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2692 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2694 case WINED3D_TOP_ADD_SIGNED_2X:
2695 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2696 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2697 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2698 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2699 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2700 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2701 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2702 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2703 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2704 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2705 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2706 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2708 case WINED3D_TOP_SUBTRACT:
2709 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2711 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2712 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2713 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2714 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2715 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2716 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2717 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2718 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2719 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2720 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2721 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2722 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2724 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2728 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2729 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2730 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2731 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2732 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2733 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2734 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2735 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2736 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2737 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2738 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2739 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2740 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2741 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2742 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2743 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2744 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2746 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2747 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2748 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2749 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2750 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2751 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2752 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2753 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2754 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2755 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2756 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2757 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2758 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2759 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2760 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2761 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2762 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2764 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2765 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2766 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2767 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2768 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2769 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2770 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2771 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2772 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2773 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2774 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2775 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2776 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2777 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2778 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2779 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2780 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2782 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2783 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2784 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2785 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2786 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2787 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2788 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2789 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2790 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2791 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2792 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2793 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2794 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2795 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2796 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2797 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2798 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2800 case WINED3D_TOP_DOTPRODUCT3:
2801 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2803 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2804 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2806 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2808 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2809 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2811 FIXME("This version of opengl does not support GL_DOT3\n");
2813 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2814 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2815 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2816 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2817 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2818 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2819 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2820 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2821 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2822 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2824 case WINED3D_TOP_LERP:
2825 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2826 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2827 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2828 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2829 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2830 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2831 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2832 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2833 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2834 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2835 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2836 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2837 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2838 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2839 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2840 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2842 case WINED3D_TOP_ADD_SMOOTH:
2843 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2845 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2846 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2847 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2848 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2850 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2851 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2852 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2853 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2855 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2856 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2857 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2858 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2859 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2860 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2861 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2862 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2863 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2864 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2865 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2866 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2870 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2871 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2873 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2874 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2875 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2876 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2877 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2878 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2879 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2880 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2881 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2882 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2883 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2884 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2885 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2886 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2887 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2888 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2892 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2893 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2895 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2896 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2897 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2898 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2900 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2901 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2902 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2903 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2905 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2906 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2907 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2908 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2909 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2910 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2911 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2912 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2913 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2914 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2915 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2916 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2920 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2921 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2923 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2924 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2925 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2926 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2927 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2928 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2929 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2930 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2932 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2933 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2934 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2935 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2937 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2938 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2939 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2940 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2941 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2942 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2943 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2944 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2948 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2949 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2951 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2952 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2953 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2954 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2956 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2957 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2958 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2959 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2961 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2962 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2963 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2964 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2965 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2966 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2967 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2968 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2969 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2970 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2971 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2972 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2976 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2977 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2979 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2980 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2981 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2982 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2984 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2985 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2986 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2987 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2989 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2990 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2991 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2992 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2994 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2995 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2996 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2997 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2999 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3000 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3001 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3002 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3003 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3004 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3005 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3006 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3010 case WINED3D_TOP_MULTIPLY_ADD:
3011 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3013 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3014 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3015 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3016 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3017 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3018 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3019 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3020 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3021 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3022 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3023 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3024 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3025 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3026 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3027 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3028 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3032 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3033 case WINED3D_TOP_BUMPENVMAP:
3034 if (gl_info->supported[NV_TEXTURE_SHADER2])
3036 /* Technically texture shader support without register combiners is possible, but not expected to occur
3037 * on real world cards, so for now a fixme should be enough
3039 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3046 BOOL combineOK = TRUE;
3047 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3052 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3054 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3056 /* Note: If COMBINE4 in effect can't go back to combine! */
3059 case WINED3D_TOP_ADD_SMOOTH:
3060 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3061 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3062 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3063 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3064 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3065 case WINED3D_TOP_MULTIPLY_ADD:
3066 /* Ignore those implemented in both cases */
3069 case WINED3D_TOP_SELECT_ARG1:
3070 case WINED3D_TOP_SELECT_ARG2:
3075 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3083 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3084 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3090 /* After all the extensions, if still unhandled, report fixme */
3091 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3095 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3097 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3098 const struct wined3d_device *device = context->swapchain->device;
3099 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3100 DWORD mapped_stage = device->texUnitMap[stage];
3101 const struct wined3d_gl_info *gl_info = context->gl_info;
3103 TRACE("Setting color op for stage %d\n", stage);
3105 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3106 if (use_ps(state)) return;
3108 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3110 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3112 if (tex_used && mapped_stage >= gl_info->limits.textures)
3114 FIXME("Attempt to enable unsupported stage!\n");
3117 context_active_texture(context, gl_info, mapped_stage);
3120 if (stage >= state->lowest_disabled_stage)
3122 TRACE("Stage disabled\n");
3123 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3125 /* Disable everything here */
3126 glDisable(GL_TEXTURE_2D);
3127 checkGLcall("glDisable(GL_TEXTURE_2D)");
3128 glDisable(GL_TEXTURE_3D);
3129 checkGLcall("glDisable(GL_TEXTURE_3D)");
3130 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3132 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3133 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3135 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3137 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3138 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3145 /* The sampler will also activate the correct texture dimensions, so no
3146 * need to do it here if the sampler for this stage is dirty. */
3147 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3148 texture_activate_dimensions(state->textures[stage], gl_info);
3150 set_tex_op(gl_info, state, FALSE, stage,
3151 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3152 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3153 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3154 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3157 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3159 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3160 const struct wined3d_device *device = context->swapchain->device;
3161 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3162 DWORD mapped_stage = device->texUnitMap[stage];
3163 const struct wined3d_gl_info *gl_info = context->gl_info;
3164 DWORD op, arg1, arg2, arg0;
3166 TRACE("Setting alpha op for stage %d\n", stage);
3167 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3168 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3170 if (tex_used && mapped_stage >= gl_info->limits.textures)
3172 FIXME("Attempt to enable unsupported stage!\n");
3175 context_active_texture(context, gl_info, mapped_stage);
3178 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3179 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3180 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3181 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3183 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3185 struct wined3d_texture *texture = state->textures[0];
3186 GLenum texture_dimensions = texture->target;
3188 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3190 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3192 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3194 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3195 * properly. On the other hand applications can still use texture combiners apparently. This code
3196 * takes care that apps cannot remove the texture's alpha channel entirely.
3198 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3199 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3200 * and alpha component of diffuse color to draw things like translucent text and perform other
3203 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3204 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3205 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3206 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3207 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3208 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3209 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3210 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3211 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3214 * What to do with multitexturing? So far no app has been found that uses color keying with
3216 if (op == WINED3D_TOP_DISABLE)
3218 arg1 = WINED3DTA_TEXTURE;
3219 op = WINED3D_TOP_SELECT_ARG1;
3221 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3223 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3225 arg2 = WINED3DTA_TEXTURE;
3226 op = WINED3D_TOP_MODULATE;
3228 else arg1 = WINED3DTA_TEXTURE;
3230 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3232 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3234 arg1 = WINED3DTA_TEXTURE;
3235 op = WINED3D_TOP_MODULATE;
3237 else arg2 = WINED3DTA_TEXTURE;
3243 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3244 * this if block here, and the other code(color keying, texture unit selection) are the same
3246 TRACE("Setting alpha op for stage %d\n", stage);
3247 if (gl_info->supported[NV_REGISTER_COMBINERS])
3249 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3250 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3254 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3258 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3260 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3261 const struct wined3d_device *device = context->swapchain->device;
3262 const struct wined3d_gl_info *gl_info = context->gl_info;
3263 DWORD mapped_stage = device->texUnitMap[texUnit];
3267 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3268 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3270 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3274 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3275 if (mapped_stage >= gl_info->limits.textures) return;
3277 context_active_texture(context, gl_info, mapped_stage);
3278 generated = (state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3279 coordIdx = min(state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff], MAX_TEXTURES - 1);
3281 set_texture_matrix(&state->transforms[WINED3D_TS_TEXTURE0 + texUnit].u.m[0][0],
3282 state->texture_states[texUnit][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3283 generated, context->last_was_rhw,
3284 device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3285 ? device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3286 : WINED3DFMT_UNKNOWN,
3287 device->frag_pipe->ffp_proj_control);
3289 /* The sampler applying function calls us if this changes */
3290 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3293 FIXME("Non-power2 texture being used with generated texture coords\n");
3295 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3296 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3299 TRACE("Non power two matrix multiply fixup\n");
3300 glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3305 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3307 unsigned int texture_idx;
3309 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3311 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3312 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3316 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3317 GLuint *curVBO, const struct wined3d_state *state)
3319 const struct wined3d_device *device = context->swapchain->device;
3320 const struct wined3d_gl_info *gl_info = context->gl_info;
3321 unsigned int mapped_stage = 0;
3322 unsigned int textureNo = 0;
3324 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3326 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3328 mapped_stage = device->texUnitMap[textureNo];
3329 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3331 if (mapped_stage >= gl_info->limits.texture_coords)
3333 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3337 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3339 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3341 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3342 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3344 if (*curVBO != e->data.buffer_object)
3346 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
3347 checkGLcall("glBindBufferARB");
3348 *curVBO = e->data.buffer_object;
3351 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3352 checkGLcall("glClientActiveTextureARB");
3354 /* The coords to supply depend completely on the fvf / vertex shader */
3355 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3356 e->data.addr + state->load_base_vertex_index * e->stride);
3357 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3361 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3364 if (gl_info->supported[NV_REGISTER_COMBINERS])
3366 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3367 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3369 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3373 checkGLcall("loadTexCoords");
3376 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3378 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3379 const struct wined3d_device *device = context->swapchain->device;
3380 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3381 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3382 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3383 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3384 const struct wined3d_gl_info *gl_info = context->gl_info;
3385 DWORD mapped_stage = device->texUnitMap[stage];
3387 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3389 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3393 if (mapped_stage >= gl_info->limits.fragment_samplers)
3395 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3398 context_active_texture(context, gl_info, mapped_stage);
3400 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3402 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3403 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3404 * means use the vertex position (camera-space) as the input texture coordinates
3405 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3406 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3407 * to the TEXCOORDINDEX value
3409 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3411 case WINED3DTSS_TCI_PASSTHRU:
3412 /* Use the specified texture coordinates contained within the
3413 * vertex format. This value resolves to zero. */
3414 glDisable(GL_TEXTURE_GEN_S);
3415 glDisable(GL_TEXTURE_GEN_T);
3416 glDisable(GL_TEXTURE_GEN_R);
3417 glDisable(GL_TEXTURE_GEN_Q);
3418 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3421 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3422 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3423 * as the input texture coordinates for this stage's texture transformation. This
3424 * equates roughly to EYE_LINEAR */
3426 glMatrixMode(GL_MODELVIEW);
3429 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3430 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3431 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3432 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3434 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3436 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3437 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3438 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3439 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3441 glEnable(GL_TEXTURE_GEN_S);
3442 glEnable(GL_TEXTURE_GEN_T);
3443 glEnable(GL_TEXTURE_GEN_R);
3444 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3448 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3449 /* Note that NV_TEXGEN_REFLECTION support is implied when
3450 * ARB_TEXTURE_CUBE_MAP is supported */
3451 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3453 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3457 glMatrixMode(GL_MODELVIEW);
3460 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3461 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3462 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3463 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3465 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3467 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3468 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3469 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3470 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3472 glEnable(GL_TEXTURE_GEN_S);
3473 glEnable(GL_TEXTURE_GEN_T);
3474 glEnable(GL_TEXTURE_GEN_R);
3475 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3479 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3480 /* Note that NV_TEXGEN_REFLECTION support is implied when
3481 * ARB_TEXTURE_CUBE_MAP is supported */
3482 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3484 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3488 glMatrixMode(GL_MODELVIEW);
3491 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3492 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3493 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3494 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3496 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3498 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3499 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3500 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3501 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3503 glEnable(GL_TEXTURE_GEN_S);
3504 glEnable(GL_TEXTURE_GEN_T);
3505 glEnable(GL_TEXTURE_GEN_R);
3506 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3510 case WINED3DTSS_TCI_SPHEREMAP:
3511 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3512 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3513 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3515 glEnable(GL_TEXTURE_GEN_S);
3516 glEnable(GL_TEXTURE_GEN_T);
3517 glDisable(GL_TEXTURE_GEN_R);
3518 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3523 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3524 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3525 glDisable(GL_TEXTURE_GEN_S);
3526 glDisable(GL_TEXTURE_GEN_T);
3527 glDisable(GL_TEXTURE_GEN_R);
3528 glDisable(GL_TEXTURE_GEN_Q);
3529 checkGLcall("Disable texgen.");
3534 /* Update the texture matrix. */
3535 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3536 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3538 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3540 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3541 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3542 * and do all the things linked to it
3543 * TODO: Tidy that up to reload only the arrays of the changed unit
3545 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3547 unload_tex_coords(gl_info);
3548 load_tex_coords(context, &device->strided_streams, &curVBO, state);
3552 static void tex_bumpenvlscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3554 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3555 const struct wined3d_shader *ps = state->pixel_shader;
3557 if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
3559 /* The pixel shader has to know the luminance scale. Do a constants
3560 * update if it isn't scheduled anyway. */
3561 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3562 && !isStateDirty(context, STATE_PIXELSHADER))
3563 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3567 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3569 const DWORD sampler = state_id - STATE_SAMPLER(0);
3570 const struct wined3d_texture *texture = state->textures[sampler];
3572 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3574 if(!texture) return;
3575 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3576 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3577 * scaling is reapplied or removed, the texture matrix has to be reapplied
3579 * The mapped stage is already active because the sampler() function below, which is part of the
3582 if (sampler < MAX_TEXTURES)
3584 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3586 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3588 const struct wined3d_device *device = context->swapchain->device;
3591 context->lastWasPow2Texture |= 1 << sampler;
3593 context->lastWasPow2Texture &= ~(1 << sampler);
3595 transform_texture(context, state,
3596 STATE_TEXTURESTAGE(device->texUnitMap[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3601 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3603 const struct wined3d_device *device = context->swapchain->device;
3604 DWORD sampler = state_id - STATE_SAMPLER(0);
3605 DWORD mapped_stage = device->texUnitMap[sampler];
3606 const struct wined3d_gl_info *gl_info = context->gl_info;
3612 TRACE("Sampler: %d\n", sampler);
3613 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3614 * only has to bind textures and set the per texture states
3617 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3619 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3623 if (mapped_stage >= gl_info->limits.combined_samplers)
3627 context_active_texture(context, gl_info, mapped_stage);
3629 if (state->textures[sampler])
3631 struct wined3d_texture *texture = state->textures[sampler];
3632 BOOL srgb = state->sampler_states[sampler][WINED3D_SAMP_SRGB_TEXTURE];
3634 texture->texture_ops->texture_bind(texture, context, srgb);
3635 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3637 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3639 tmpvalue.d = state->sampler_states[sampler][WINED3D_SAMP_MIPMAP_LOD_BIAS];
3640 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3641 GL_TEXTURE_LOD_BIAS_EXT,
3643 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3646 if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3648 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler)
3650 /* If color keying is enabled update the alpha test, it
3651 * depends on the existence of a color key in stage 0. */
3652 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3656 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3657 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3658 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3662 if (sampler < state->lowest_disabled_stage)
3664 /* TODO: What should I do with pixel shaders here ??? */
3665 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler)
3667 /* If color keying is enabled update the alpha test, it
3668 * depends on the existence of a color key in stage 0. */
3669 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3671 } /* Otherwise tex_colorop disables the stage */
3672 context_bind_texture(context, GL_NONE, 0);
3676 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3678 const struct wined3d_device *device = context->swapchain->device;
3679 BOOL use_vshader = use_vs(state);
3680 BOOL use_pshader = use_ps(state);
3685 if (!context->last_was_pshader)
3687 /* Former draw without a pixel shader, some samplers may be
3688 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3689 * make sure to enable them. */
3690 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3692 if (!isStateDirty(context, STATE_SAMPLER(i)))
3693 sampler(context, state, STATE_SAMPLER(i));
3695 context->last_was_pshader = TRUE;
3699 /* Otherwise all samplers were activated by the code above in
3700 * earlier draws, or by sampler() if a different texture was
3701 * bound. I don't have to do anything. */
3706 /* Disabled the pixel shader - color ops weren't applied while it was
3707 * enabled, so re-apply them. */
3708 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3710 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3711 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3713 context->last_was_pshader = FALSE;
3716 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
3718 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3720 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
3721 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
3725 static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3727 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3728 const struct wined3d_shader *ps = state->pixel_shader;
3730 if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
3732 /* The pixel shader has to know the bump env matrix. Do a constants
3733 * update if it isn't scheduled anyway. */
3734 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3735 && !isStateDirty(context, STATE_PIXELSHADER))
3736 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3740 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3742 /* This function is called by transform_view below if the view matrix was changed too
3744 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3745 * does not always update the world matrix, only on a switch between transformed
3746 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3747 * draw, but that should be rather rare and cheaper in total.
3749 glMatrixMode(GL_MODELVIEW);
3750 checkGLcall("glMatrixMode");
3752 if(context->last_was_rhw) {
3754 checkGLcall("glLoadIdentity()");
3758 /* In the general case, the view matrix is the identity matrix */
3759 if (context->swapchain->device->view_ident)
3761 glLoadMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]);
3762 checkGLcall("glLoadMatrixf");
3766 glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3767 checkGLcall("glLoadMatrixf");
3768 glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]);
3769 checkGLcall("glMultMatrixf");
3774 static void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3776 UINT index = state_id - STATE_CLIPPLANE(0);
3778 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3781 glMatrixMode(GL_MODELVIEW);
3784 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3786 glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3788 /* with vertex shaders, clip planes are not transformed in direct3d,
3789 * in OpenGL they are still transformed by the model view.
3793 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3794 state->clip_planes[index][0],
3795 state->clip_planes[index][1],
3796 state->clip_planes[index][2],
3797 state->clip_planes[index][3]);
3798 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3799 checkGLcall("glClipPlane");
3804 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3806 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3808 TRACE("Setting world matrix %d\n", matrix);
3810 if (matrix >= context->gl_info->limits.blends)
3812 WARN("Unsupported blend matrix set\n");
3816 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3819 /* GL_MODELVIEW0_ARB: 0x1700
3820 * GL_MODELVIEW1_ARB: 0x850a
3821 * GL_MODELVIEW2_ARB: 0x8722
3822 * GL_MODELVIEW3_ARB: 0x8723
3824 * GL_MODELVIEW31_ARB: 0x873F
3826 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3827 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3829 glMatrixMode(glMat);
3830 checkGLcall("glMatrixMode(glMat)");
3832 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3833 * matrices while gl uses only 2. To avoid weighting the view matrix
3834 * incorrectly it has to be multiplied into every GL modelview matrix. */
3835 if (context->swapchain->device->view_ident)
3837 glLoadMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]);
3838 checkGLcall("glLoadMatrixf");
3842 glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3843 checkGLcall("glLoadMatrixf");
3844 glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]);
3845 checkGLcall("glMultMatrixf");
3849 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3851 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3852 static unsigned int once;
3854 if (f == WINED3D_VBF_DISABLE)
3857 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3858 else WARN("Vertex blend flags %#x not supported.\n", f);
3861 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3863 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3864 struct wined3d_device *device = context->swapchain->device;
3865 const struct wined3d_gl_info *gl_info = context->gl_info;
3866 static unsigned int once;
3870 case WINED3D_VBF_1WEIGHTS:
3871 case WINED3D_VBF_2WEIGHTS:
3872 case WINED3D_VBF_3WEIGHTS:
3873 glEnable(GL_VERTEX_BLEND_ARB);
3874 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3876 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3877 * This is enabled at context creation with enabling
3878 * GL_WEIGHT_SUM_UNITY_ARB. */
3879 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3881 if (!device->vertexBlendUsed)
3884 for (i = 1; i < gl_info->limits.blends; ++i)
3886 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3887 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3889 device->vertexBlendUsed = TRUE;
3893 case WINED3D_VBF_TWEENING:
3894 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3895 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3896 else WARN("Vertex blend flags %#x not supported.\n", val);
3898 case WINED3D_VBF_DISABLE:
3899 glDisable(GL_VERTEX_BLEND_ARB);
3900 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3905 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3907 const struct wined3d_gl_info *gl_info = context->gl_info;
3908 const struct wined3d_light_info *light = NULL;
3911 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3912 * NOTE: We have to reset the positions even if the light/plane is not currently
3913 * enabled, since the call to enable it will not reset the position.
3914 * NOTE2: Apparently texture transforms do NOT need reapplying
3917 glMatrixMode(GL_MODELVIEW);
3918 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3919 glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3920 checkGLcall("glLoadMatrixf(...)");
3922 /* Reset lights. TODO: Call light apply func */
3923 for (k = 0; k < gl_info->limits.lights; ++k)
3925 if (!(light = state->lights[k]))
3927 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3928 checkGLcall("glLightfv posn");
3929 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3930 checkGLcall("glLightfv dirn");
3933 /* Reset Clipping Planes */
3934 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3936 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3937 clipplane(context, state, STATE_CLIPPLANE(k));
3940 if(context->last_was_rhw) {
3942 checkGLcall("glLoadIdentity()");
3943 /* No need to update the world matrix, the identity is fine */
3947 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3948 * No need to do it here if the state is scheduled for update. */
3949 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3950 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3952 /* Avoid looping over a number of matrices if the app never used the functionality */
3953 if (context->swapchain->device->vertexBlendUsed)
3955 for (k = 1; k < gl_info->limits.blends; ++k)
3957 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
3958 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
3963 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3965 glMatrixMode(GL_PROJECTION);
3966 checkGLcall("glMatrixMode(GL_PROJECTION)");
3968 /* There are a couple of additional things we have to take into account
3969 * here besides the projection transformation itself:
3970 * - We need to flip along the y-axis in case of offscreen rendering.
3971 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3972 * - D3D coordinates refer to pixel centers while GL coordinates refer
3974 * - D3D has a top-left filling convention. We need to maintain this
3975 * even after the y-flip mentioned above.
3976 * In order to handle the last two points, we translate by
3977 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3978 * translating slightly less than half a pixel. We want the difference to
3979 * be large enough that it doesn't get lost due to rounding inside the
3980 * driver, but small enough to prevent it from interfering with any
3983 if (context->last_was_rhw)
3985 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3986 double x = state->viewport.x;
3987 double y = state->viewport.y;
3988 double w = state->viewport.width;
3989 double h = state->viewport.height;
3990 double x_scale = 2.0 / w;
3991 double x_offset = ((63.0 / 64.0) - (2.0 * x) - w) / w;
3992 double y_scale = context->render_offscreen ? 2.0 / h : 2.0 / -h;
3993 double y_offset = context->render_offscreen
3994 ? ((63.0 / 64.0) - (2.0 * y) - h) / h
3995 : ((63.0 / 64.0) - (2.0 * y) - h) / -h;
3996 const GLdouble projection[] =
3998 x_scale, 0.0, 0.0, 0.0,
3999 0.0, y_scale, 0.0, 0.0,
4001 x_offset, y_offset, -1.0, 1.0,
4004 glLoadMatrixd(projection);
4005 checkGLcall("glLoadMatrixd");
4009 double y_scale = context->render_offscreen ? -1.0 : 1.0;
4010 double x_offset = (63.0 / 64.0) / state->viewport.width;
4011 double y_offset = context->render_offscreen
4012 ? (63.0 / 64.0) / state->viewport.height
4013 : -(63.0 / 64.0) / state->viewport.height;
4014 const GLdouble projection[] =
4017 0.0, y_scale, 0.0, 0.0,
4019 x_offset, y_offset, -1.0, 1.0,
4022 glLoadMatrixd(projection);
4023 checkGLcall("glLoadMatrixd");
4025 glMultMatrixf(&state->transforms[WINED3D_TS_PROJECTION].u.m[0][0]);
4026 checkGLcall("glLoadMatrixf");
4030 /* This should match any arrays loaded in load_vertex_data.
4031 * TODO: Only load / unload arrays if we have to. */
4032 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
4034 glDisableClientState(GL_VERTEX_ARRAY);
4035 glDisableClientState(GL_NORMAL_ARRAY);
4036 glDisableClientState(GL_COLOR_ARRAY);
4037 if (gl_info->supported[EXT_SECONDARY_COLOR])
4039 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4041 if (gl_info->supported[ARB_VERTEX_BLEND])
4043 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4045 unload_tex_coords(gl_info);
4048 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4050 const struct wined3d_gl_info *gl_info = context->gl_info;
4052 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4053 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4055 context->numbered_array_mask &= ~(1 << i);
4058 /* This should match any arrays loaded in loadNumberedArrays
4059 * TODO: Only load / unload arrays if we have to. */
4060 static void unload_numbered_arrays(struct wined3d_context *context)
4062 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4065 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
4066 unload_numbered_array(context, i);
4070 static void load_numbered_arrays(struct wined3d_context *context,
4071 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4073 struct wined3d_device *device = context->swapchain->device;
4074 const struct wined3d_gl_info *gl_info = context->gl_info;
4075 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4078 /* Default to no instancing */
4079 device->instancedDraw = FALSE;
4081 for (i = 0; i < MAX_ATTRIBS; i++)
4083 const struct wined3d_stream_state *stream;
4085 if (!(stream_info->use_map & (1 << i)))
4087 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4091 stream = &state->streams[stream_info->elements[i].stream_idx];
4093 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4094 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4096 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4097 device->instancedDraw = TRUE;
4101 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4103 if (stream_info->elements[i].stride)
4105 if (curVBO != stream_info->elements[i].data.buffer_object)
4107 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
4108 checkGLcall("glBindBufferARB");
4109 curVBO = stream_info->elements[i].data.buffer_object;
4111 /* Use the VBO to find out if a vertex buffer exists, not the vb
4112 * pointer. vb can point to a user pointer data blob. In that case
4113 * curVBO will be 0. If there is a vertex buffer but no vbo we
4114 * won't be load converted attributes anyway. */
4115 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4116 stream_info->elements[i].format->gl_vtx_type,
4117 stream_info->elements[i].format->gl_normalized,
4118 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4119 + state->load_base_vertex_index * stream_info->elements[i].stride));
4121 if (!(context->numbered_array_mask & (1 << i)))
4123 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4124 context->numbered_array_mask |= (1 << i);
4129 /* Stride = 0 means always the same values.
4130 * glVertexAttribPointerARB doesn't do that. Instead disable the
4131 * pointer and set up the attribute statically. But we have to
4132 * figure out the system memory address. */
4133 const BYTE *ptr = stream_info->elements[i].data.addr;
4134 if (stream_info->elements[i].data.buffer_object)
4136 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, gl_info);
4139 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4141 switch (stream_info->elements[i].format->id)
4143 case WINED3DFMT_R32_FLOAT:
4144 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4146 case WINED3DFMT_R32G32_FLOAT:
4147 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4149 case WINED3DFMT_R32G32B32_FLOAT:
4150 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4152 case WINED3DFMT_R32G32B32A32_FLOAT:
4153 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4156 case WINED3DFMT_R8G8B8A8_UINT:
4157 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4159 case WINED3DFMT_B8G8R8A8_UNORM:
4160 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4162 const DWORD *src = (const DWORD *)ptr;
4163 DWORD c = *src & 0xff00ff00;
4164 c |= (*src & 0xff0000) >> 16;
4165 c |= (*src & 0xff) << 16;
4166 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4169 /* else fallthrough */
4170 case WINED3DFMT_R8G8B8A8_UNORM:
4171 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4174 case WINED3DFMT_R16G16_SINT:
4175 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4177 case WINED3DFMT_R16G16B16A16_SINT:
4178 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4181 case WINED3DFMT_R16G16_SNORM:
4183 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4184 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4187 case WINED3DFMT_R16G16_UNORM:
4189 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4190 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4193 case WINED3DFMT_R16G16B16A16_SNORM:
4194 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4196 case WINED3DFMT_R16G16B16A16_UNORM:
4197 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4200 case WINED3DFMT_R10G10B10A2_UINT:
4201 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4202 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4204 case WINED3DFMT_R10G10B10A2_SNORM:
4205 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4206 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4209 case WINED3DFMT_R16G16_FLOAT:
4210 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4211 * byte float according to the IEEE standard
4213 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4215 case WINED3DFMT_R16G16B16A16_FLOAT:
4216 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4220 ERR("Unexpected declaration in stride 0 attributes\n");
4226 checkGLcall("Loading numbered arrays");
4229 static void load_vertex_data(const struct wined3d_context *context,
4230 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4232 struct wined3d_device *device = context->swapchain->device;
4233 const struct wined3d_gl_info *gl_info = context->gl_info;
4234 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4235 const struct wined3d_stream_info_element *e;
4237 TRACE("Using fast vertex array code\n");
4239 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4240 device->instancedDraw = FALSE;
4242 /* Blend Data ---------------------------------------------- */
4243 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4244 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4246 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4248 if (gl_info->supported[ARB_VERTEX_BLEND])
4250 TRACE("Blend %u %p %u\n", e->format->component_count,
4251 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4253 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4254 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4256 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4258 if (curVBO != e->data.buffer_object)
4260 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4261 checkGLcall("glBindBufferARB");
4262 curVBO = e->data.buffer_object;
4265 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4266 e->format->gl_vtx_format,
4267 e->format->gl_vtx_type,
4269 e->data.addr + state->load_base_vertex_index * e->stride);
4270 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4271 e->data.addr + state->load_base_vertex_index * e->stride));
4273 checkGLcall("glWeightPointerARB");
4275 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4280 FIXME("blendMatrixIndices support\n");
4285 /* TODO: support blends in drawStridedSlow
4286 * No need to write a FIXME here, this is done after the general vertex decl decoding
4288 WARN("unsupported blending in openGl\n");
4293 if (gl_info->supported[ARB_VERTEX_BLEND])
4295 static const GLbyte one = 1;
4296 GL_EXTCALL(glWeightbvARB(1, &one));
4297 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4301 /* Point Size ----------------------------------------------*/
4302 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4304 /* no such functionality in the fixed function GL pipeline */
4305 TRACE("Cannot change ptSize here in openGl\n");
4306 /* TODO: Implement this function in using shaders if they are available */
4309 /* Vertex Pointers -----------------------------------------*/
4310 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4312 e = &si->elements[WINED3D_FFP_POSITION];
4314 if (curVBO != e->data.buffer_object)
4316 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4317 checkGLcall("glBindBufferARB");
4318 curVBO = e->data.buffer_object;
4321 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4322 handling for rhw mode should not impact screen position whereas in GL it does.
4323 This may result in very slightly distorted textures in rhw mode.
4324 There's always the other option of fixing the view matrix to
4325 prevent w from having any effect.
4327 This only applies to user pointer sources, in VBOs the vertices are fixed up
4329 if (!e->data.buffer_object)
4331 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4332 e->data.addr + state->load_base_vertex_index * e->stride);
4333 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4334 e->data.addr + state->load_base_vertex_index * e->stride);
4338 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4339 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4340 e->data.addr + state->load_base_vertex_index * e->stride);
4341 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4342 e->data.addr + state->load_base_vertex_index * e->stride);
4344 checkGLcall("glVertexPointer(...)");
4345 glEnableClientState(GL_VERTEX_ARRAY);
4346 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4349 /* Normals -------------------------------------------------*/
4350 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4352 e = &si->elements[WINED3D_FFP_NORMAL];
4354 if (curVBO != e->data.buffer_object)
4356 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4357 checkGLcall("glBindBufferARB");
4358 curVBO = e->data.buffer_object;
4361 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4362 e->data.addr + state->load_base_vertex_index * e->stride);
4363 glNormalPointer(e->format->gl_vtx_type, e->stride,
4364 e->data.addr + state->load_base_vertex_index * e->stride);
4365 checkGLcall("glNormalPointer(...)");
4366 glEnableClientState(GL_NORMAL_ARRAY);
4367 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4370 glNormal3f(0, 0, 0);
4371 checkGLcall("glNormal3f(0, 0, 0)");
4374 /* Diffuse Colour --------------------------------------------*/
4375 /* WARNING: Data here MUST be in RGBA format, so cannot */
4376 /* go directly into fast mode from app pgm, because */
4377 /* directx requires data in BGRA format. */
4378 /* currently fixupVertices swizzles the format, but this isn't*/
4379 /* very practical when using VBOs */
4380 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4381 /* , or the user doesn't care and wants the speed advantage */
4383 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4385 e = &si->elements[WINED3D_FFP_DIFFUSE];
4387 if (curVBO != e->data.buffer_object)
4389 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4390 checkGLcall("glBindBufferARB");
4391 curVBO = e->data.buffer_object;
4394 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4395 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4396 e->data.addr + state->load_base_vertex_index * e->stride);
4397 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4398 e->data.addr + state->load_base_vertex_index * e->stride);
4399 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4400 glEnableClientState(GL_COLOR_ARRAY);
4401 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4404 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4405 checkGLcall("glColor4f(1, 1, 1, 1)");
4408 /* Specular Colour ------------------------------------------*/
4409 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4411 TRACE("setting specular colour\n");
4413 e = &si->elements[WINED3D_FFP_SPECULAR];
4415 if (gl_info->supported[EXT_SECONDARY_COLOR])
4417 GLenum type = e->format->gl_vtx_type;
4418 GLint format = e->format->gl_vtx_format;
4420 if (curVBO != e->data.buffer_object)
4422 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4423 checkGLcall("glBindBufferARB");
4424 curVBO = e->data.buffer_object;
4427 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4429 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4430 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4431 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4432 * 4 component secondary colors use it
4434 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4435 e->data.addr + state->load_base_vertex_index * e->stride);
4436 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4437 e->data.addr + state->load_base_vertex_index * e->stride));
4438 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4444 case GL_UNSIGNED_BYTE:
4445 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4446 e->data.addr + state->load_base_vertex_index * e->stride);
4447 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4448 e->data.addr + state->load_base_vertex_index * e->stride));
4449 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4453 FIXME("Add 4 component specular color pointers for type %x\n", type);
4454 /* Make sure that the right color component is dropped */
4455 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4456 e->data.addr + state->load_base_vertex_index * e->stride);
4457 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4458 e->data.addr + state->load_base_vertex_index * e->stride));
4459 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4462 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4463 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4467 WARN("Specular colour is not supported in this GL implementation.\n");
4472 if (gl_info->supported[EXT_SECONDARY_COLOR])
4474 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4475 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4479 WARN("Specular colour is not supported in this GL implementation.\n");
4483 /* Texture coords -------------------------------------------*/
4484 load_tex_coords(context, si, &curVBO, state);
4487 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4489 const struct wined3d_device *device = context->swapchain->device;
4490 BOOL load_numbered = use_vs(state) && !device->useDrawStridedSlow;
4491 BOOL load_named = !use_vs(state) && !device->useDrawStridedSlow;
4493 if (isStateDirty(context, STATE_VDECL)) return;
4494 if (context->numberedArraysLoaded && !load_numbered)
4496 unload_numbered_arrays(context);
4497 context->numberedArraysLoaded = FALSE;
4498 context->numbered_array_mask = 0;
4500 else if (context->namedArraysLoaded)
4502 unload_vertex_data(context->gl_info);
4503 context->namedArraysLoaded = FALSE;
4508 TRACE("Loading numbered arrays\n");
4509 load_numbered_arrays(context, &device->strided_streams, state);
4510 context->numberedArraysLoaded = TRUE;
4512 else if (load_named)
4514 TRACE("Loading vertex data\n");
4515 load_vertex_data(context, &device->strided_streams, state);
4516 context->namedArraysLoaded = TRUE;
4520 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4522 if (isStateDirty(context, STATE_STREAMSRC))
4524 streamsrc(context, state, STATE_STREAMSRC);
4527 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4529 const struct wined3d_device *device = context->swapchain->device;
4530 const struct wined3d_gl_info *gl_info = context->gl_info;
4531 BOOL useVertexShaderFunction = use_vs(state);
4532 BOOL usePixelShaderFunction = use_ps(state);
4533 BOOL updateFog = FALSE;
4535 BOOL wasrhw = context->last_was_rhw;
4538 transformed = device->strided_streams.position_transformed;
4539 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4542 context->last_was_rhw = transformed;
4544 /* Don't have to apply the matrices when vertex shaders are used. When
4545 * vshaders are turned off this function will be called again anyway to
4546 * make sure they're properly set. */
4547 if (!useVertexShaderFunction)
4549 /* TODO: Move this mainly to the viewport state and only apply when
4550 * the vp has changed or transformed / untransformed was switched. */
4551 if (wasrhw != context->last_was_rhw
4552 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4553 && !isStateDirty(context, STATE_VIEWPORT))
4554 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4555 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4558 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4559 * this check will fail and the matrix not applied again. This is OK because a simple
4560 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4561 * needs of the vertex declaration.
4563 * World and view matrix go into the same gl matrix, so only apply them when neither is
4566 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4567 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4568 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4569 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4570 state_colormat(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4571 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4572 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4574 if (context->last_was_vshader)
4578 if (!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4579 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4581 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4583 clipplane(context, state, STATE_CLIPPLANE(i));
4586 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4587 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4591 if(!context->last_was_vshader) {
4592 static BOOL warned = FALSE;
4593 if(!device->vs_clipping) {
4594 /* Disable all clip planes to get defined results on all drivers. See comment in the
4595 * state_clipping state handler
4597 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4599 glDisable(GL_CLIP_PLANE0 + i);
4600 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4603 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4605 FIXME("Clipping not supported with vertex shaders\n");
4611 /* Apply the transform matrices when switching from rhw
4612 * drawing to vertex shaders. Vertex shaders themselves do
4613 * not need it, but the matrices are not reapplied
4614 * automatically when switching back from vertex shaders to
4615 * fixed function processing. So make sure we leave the fixed
4616 * function vertex processing states back in a sane state
4617 * before switching to shaders. */
4618 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4619 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4620 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4621 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4625 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4626 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4627 * device->vs_clipping is false.
4629 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4631 clipplane(context, state, STATE_CLIPPLANE(i));
4636 /* Vertex and pixel shaders are applied together, so let the last dirty
4637 * state do the application. */
4638 if (!isStateDirty(context, STATE_PIXELSHADER))
4640 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4642 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)
4643 && (useVertexShaderFunction || usePixelShaderFunction))
4644 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4647 context->last_was_vshader = useVertexShaderFunction;
4650 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4652 if (!useVertexShaderFunction)
4656 for (i = 0; i < MAX_TEXTURES; ++i)
4658 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4659 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4663 if (transformed != wasrhw && !isStateDirty(context, STATE_RENDER(WINED3D_RS_ZENABLE)))
4664 state_zenable(context, state, STATE_RENDER(WINED3D_RS_ZENABLE));
4667 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4669 const struct wined3d_surface *target = state->fb->render_targets[0];
4670 struct wined3d_viewport vp = state->viewport;
4672 if (vp.width > target->resource.width)
4673 vp.width = target->resource.width;
4674 if (vp.height > target->resource.height)
4675 vp.height = target->resource.height;
4677 glDepthRange(vp.min_z, vp.max_z);
4678 checkGLcall("glDepthRange");
4679 /* Note: GL requires lower left, DirectX supplies upper left. This is
4680 * reversed when using offscreen rendering. */
4681 if (context->render_offscreen)
4683 glViewport(vp.x, vp.y, vp.width, vp.height);
4689 target->get_drawable_size(context, &width, &height);
4690 glViewport(vp.x, (height - (vp.y + vp.height)),
4691 vp.width, vp.height);
4694 checkGLcall("glViewport");
4697 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4699 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4700 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4701 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)))
4702 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4703 /* Update the position fixup. */
4704 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4705 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4708 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4710 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4711 const struct wined3d_light_info *lightInfo = state->lights[Index];
4715 glDisable(GL_LIGHT0 + Index);
4716 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4721 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4723 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4724 glMatrixMode(GL_MODELVIEW);
4726 glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
4729 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4730 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4731 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4732 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4733 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4734 checkGLcall("glLightfv");
4737 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4738 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4739 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4740 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4741 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4742 checkGLcall("glLightfv");
4745 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4746 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4747 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4748 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4749 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4750 checkGLcall("glLightfv");
4752 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4753 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4755 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4757 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4758 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4759 * Attenuation0 to NaN and crashes in the gl lib
4762 switch (lightInfo->OriginalParms.type)
4764 case WINED3D_LIGHT_POINT:
4766 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4767 checkGLcall("glLightfv");
4768 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4769 checkGLcall("glLightf");
4770 /* Attenuation - Are these right? guessing... */
4771 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.attenuation0);
4772 checkGLcall("glLightf");
4773 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.attenuation1);
4774 checkGLcall("glLightf");
4775 if (quad_att < lightInfo->OriginalParms.attenuation2)
4776 quad_att = lightInfo->OriginalParms.attenuation2;
4777 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4778 checkGLcall("glLightf");
4782 case WINED3D_LIGHT_SPOT:
4784 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4785 checkGLcall("glLightfv");
4787 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4788 checkGLcall("glLightfv");
4789 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4790 checkGLcall("glLightf");
4791 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4792 checkGLcall("glLightf");
4793 /* Attenuation - Are these right? guessing... */
4794 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.attenuation0);
4795 checkGLcall("glLightf");
4796 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.attenuation1);
4797 checkGLcall("glLightf");
4798 if (quad_att < lightInfo->OriginalParms.attenuation2)
4799 quad_att = lightInfo->OriginalParms.attenuation2;
4800 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4801 checkGLcall("glLightf");
4805 case WINED3D_LIGHT_DIRECTIONAL:
4807 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4808 checkGLcall("glLightfv");
4809 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4810 checkGLcall("glLightf");
4811 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4812 checkGLcall("glLightf");
4816 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4819 /* Restore the modelview matrix */
4822 glEnable(GL_LIGHT0 + Index);
4823 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4827 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4829 const RECT *r = &state->scissor_rect;
4831 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4832 * so our viewport correction does not apply. Warning2: Even in windowed
4833 * mode the coords are relative to the window, not the screen. */
4834 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4836 if (context->render_offscreen)
4838 glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4842 const struct wined3d_surface *target = state->fb->render_targets[0];
4846 target->get_drawable_size(context, &width, &height);
4847 glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4849 checkGLcall("glScissor");
4852 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4854 const struct wined3d_gl_info *gl_info = context->gl_info;
4856 if (state->user_stream || !state->index_buffer)
4858 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4862 struct wined3d_buffer *ib = state->index_buffer;
4863 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4867 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4869 if (context->render_offscreen)
4871 glFrontFace(GL_CCW);
4872 checkGLcall("glFrontFace(GL_CCW)");
4875 checkGLcall("glFrontFace(GL_CW)");
4879 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4885 WARN("Point sprite coordinate origin switching not supported.\n");
4890 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4892 const struct wined3d_gl_info *gl_info = context->gl_info;
4893 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4895 if (glPointParameteri)
4897 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
4898 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4900 else if (gl_info->supported[NV_POINT_SPRITE])
4902 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4903 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4907 const struct StateEntryTemplate misc_state_template[] = {
4908 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4909 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4911 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4912 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4913 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4915 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4916 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4917 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4918 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4919 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4920 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4921 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4922 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4923 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4925 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4926 * vshader loadings are untied from each other
4928 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4929 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4935 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4937 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4938 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4939 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4940 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4941 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4942 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4943 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4945 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4946 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4947 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4948 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4949 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4950 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4951 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4952 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4953 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4955 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4957 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4959 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4960 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4961 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4963 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4965 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4967 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4968 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4969 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4971 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4973 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4975 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4976 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4977 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4980 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4981 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5018 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5036 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5037 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5038 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5042 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5043 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5044 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5045 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5046 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5048 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5049 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5050 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5052 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5054 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5056 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5057 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5058 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5059 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5060 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5061 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5062 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5063 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5064 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5065 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5066 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5068 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5069 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5070 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5071 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5072 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5073 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5074 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5076 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5077 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5078 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5079 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5080 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5081 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5082 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5083 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5084 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5085 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5086 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5087 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5088 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5089 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5090 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5091 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5092 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5093 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5094 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5095 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5096 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5097 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5098 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5099 { STATE_PIXELSHADER, { STATE_PIXELSHADER, context_state_drawbuf},WINED3D_GL_EXT_NONE },
5100 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5103 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5104 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5105 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5106 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5107 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5109 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5110 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5111 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5112 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5113 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5114 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5115 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5116 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5117 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5118 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5119 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5120 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5121 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5122 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5123 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5124 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5125 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5126 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5127 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5128 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5129 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5130 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5131 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5132 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5133 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5134 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5135 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5136 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5137 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5138 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5139 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5140 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5142 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5143 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5144 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5145 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5146 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5147 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5148 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5149 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5151 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5152 /* Transform states follow */
5153 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5420 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5421 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5422 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5423 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5424 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5425 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5426 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5427 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5430 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5431 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5434 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5436 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5437 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5438 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5439 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5440 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5441 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5442 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5443 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5444 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5445 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5446 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5447 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5448 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5449 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5450 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5451 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5452 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5453 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5454 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5455 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5456 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5457 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5458 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5459 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5460 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5462 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5463 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5464 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5465 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5466 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5467 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5469 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5470 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5471 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5473 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5474 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5475 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5476 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5477 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5478 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5479 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5480 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5481 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5482 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5483 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5484 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5485 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5486 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5487 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5488 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5489 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5490 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5491 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5492 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5493 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5494 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5495 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5496 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5497 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5500 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5501 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5548 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5549 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5550 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5551 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5552 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5553 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5554 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5555 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5556 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5557 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5558 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5559 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5560 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5561 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5562 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5563 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5564 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5565 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5566 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5567 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5568 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5569 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5570 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5571 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5572 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5573 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5574 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5575 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5576 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5577 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5578 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5579 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5580 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5581 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5582 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5583 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5584 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5585 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5586 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5587 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5588 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5589 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5590 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5591 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5592 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5593 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5594 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5595 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5596 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5597 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5598 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5599 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5602 /* Context activation and GL locking are done by the caller. */
5603 static void ffp_enable(BOOL enable) {}
5605 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5607 caps->PrimitiveMiscCaps = 0;
5608 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5609 | WINED3DTEXOPCAPS_ADDSIGNED
5610 | WINED3DTEXOPCAPS_ADDSIGNED2X
5611 | WINED3DTEXOPCAPS_MODULATE
5612 | WINED3DTEXOPCAPS_MODULATE2X
5613 | WINED3DTEXOPCAPS_MODULATE4X
5614 | WINED3DTEXOPCAPS_SELECTARG1
5615 | WINED3DTEXOPCAPS_SELECTARG2
5616 | WINED3DTEXOPCAPS_DISABLE;
5618 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5619 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5620 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5622 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5623 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5624 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5625 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5626 | WINED3DTEXOPCAPS_LERP
5627 | WINED3DTEXOPCAPS_SUBTRACT;
5629 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5630 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5632 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5633 | WINED3DTEXOPCAPS_MULTIPLYADD
5634 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5635 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5636 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5638 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5639 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5641 caps->MaxTextureBlendStages = gl_info->limits.textures;
5642 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5645 static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
5646 static void ffp_fragment_free(struct wined3d_device *device) {}
5647 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5651 TRACE("Checking support for fixup:\n");
5652 dump_color_fixup_desc(fixup);
5655 /* We only support identity conversions. */
5656 if (is_identity_fixup(fixup))
5662 TRACE("[FAILED]\n");
5666 const struct fragment_pipeline ffp_fragment_pipeline = {
5668 ffp_fragment_get_caps,
5671 ffp_color_fixup_supported,
5672 ffp_fragmentstate_template,
5673 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5676 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5679 for(i = 0; funcs[i]; i++);
5683 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5685 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5686 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5689 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5691 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5692 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5693 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5696 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5698 unsigned int start, last, i;
5700 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5701 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5702 for (i = start; i <= last; ++i)
5704 state_table[i].representative = 0;
5705 state_table[i].apply = state_undefined;
5708 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + gl_info->limits.texture_stages);
5709 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5710 for (i = start; i <= last; ++i)
5712 state_table[i].representative = 0;
5713 state_table[i].apply = state_undefined;
5716 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info->limits.blends));
5717 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5718 for (i = start; i <= last; ++i)
5720 state_table[i].representative = 0;
5721 state_table[i].apply = state_undefined;
5725 static void validate_state_table(struct StateEntry *state_table)
5747 static const DWORD simple_states[] =
5753 STATE_VERTEXSHADERCONSTANT,
5754 STATE_PIXELSHADERCONSTANT,
5760 STATE_POINTSPRITECOORDORIGIN,
5761 STATE_BASEVERTEXINDEX,
5764 unsigned int i, current;
5766 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5768 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5770 if (!state_table[i].representative)
5771 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5773 else if (state_table[i].representative)
5774 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5776 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5779 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5781 if (!state_table[simple_states[i]].representative)
5782 ERR("State %s (%#x) should have a representative.\n",
5783 debug_d3dstate(simple_states[i]), simple_states[i]);
5786 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5788 DWORD rep = state_table[i].representative;
5791 if (state_table[rep].representative != rep)
5793 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5794 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5795 state_table[i].representative = 0;
5800 if (state_table[i].apply)
5801 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5803 else if (!state_table[i].apply)
5805 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5811 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5812 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5813 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5815 unsigned int i, type, handlers;
5816 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5817 const struct StateEntryTemplate *cur;
5818 BOOL set[STATE_HIGHEST + 1];
5820 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5822 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5823 StateTable[i].representative = 0;
5824 StateTable[i].apply = state_undefined;
5827 for(type = 0; type < 3; type++) {
5828 /* This switch decides the order in which the states are applied */
5830 case 0: cur = misc; break;
5831 case 1: cur = fragment->states; break;
5832 case 2: cur = vertex; break;
5833 default: cur = NULL; /* Stupid compiler */
5837 /* GL extension filtering should not prevent multiple handlers being applied from different
5840 memset(set, 0, sizeof(set));
5842 for(i = 0; cur[i].state; i++) {
5843 APPLYSTATEFUNC *funcs_array;
5845 /* Only use the first matching state with the available extension from one template.
5847 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5848 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5850 * if GL_XYZ_fancy is supported, ignore the 2nd line
5852 if(set[cur[i].state]) continue;
5853 /* Skip state lines depending on unsupported extensions */
5854 if (!gl_info->supported[cur[i].extension]) continue;
5855 set[cur[i].state] = TRUE;
5856 /* In some cases having an extension means that nothing has to be
5857 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5858 * supported, the texture coordinate fixup can be ignored. If the
5859 * apply function is used, mark the state set(done above) to prevent
5860 * applying later lines, but do not record anything in the state
5863 if (!cur[i].content.representative) continue;
5865 handlers = num_handlers(multistate_funcs[cur[i].state]);
5866 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5869 StateTable[cur[i].state].apply = cur[i].content.apply;
5872 StateTable[cur[i].state].apply = multistate_apply_2;
5873 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5875 sizeof(**dev_multistate_funcs) * 2);
5876 if (!dev_multistate_funcs[cur[i].state]) {
5880 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5881 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5884 StateTable[cur[i].state].apply = multistate_apply_3;
5885 funcs_array = HeapReAlloc(GetProcessHeap(),
5887 dev_multistate_funcs[cur[i].state],
5888 sizeof(**dev_multistate_funcs) * 3);
5893 dev_multistate_funcs[cur[i].state] = funcs_array;
5894 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5897 ERR("Unexpected amount of state handlers for state %u: %u\n",
5898 cur[i].state, handlers + 1);
5901 if(StateTable[cur[i].state].representative &&
5902 StateTable[cur[i].state].representative != cur[i].content.representative) {
5903 FIXME("State %u has different representatives in different pipeline parts\n",
5906 StateTable[cur[i].state].representative = cur[i].content.representative;
5910 prune_invalid_states(StateTable, gl_info);
5911 validate_state_table(StateTable);
5916 for (i = 0; i <= STATE_HIGHEST; ++i) {
5917 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5920 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5922 return E_OUTOFMEMORY;