/* * Direct3D state management * * Copyright 2002 Lionel Ulmer * Copyright 2002-2005 Jason Edmeades * Copyright 2003-2004 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006 Henri Verbeet * Copyright 2006-2008 Stefan Dösinger for CodeWeavers * Copyright 2009-2011 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include #ifdef HAVE_FLOAT_H # include #endif #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); ULONG CDECL wined3d_blend_state_incref(struct wined3d_blend_state *state) { ULONG refcount = InterlockedIncrement(&state->refcount); TRACE("%p increasing refcount to %u.\n", state, refcount); return refcount; } static void wined3d_blend_state_destroy_object(void *object) { heap_free(object); } ULONG CDECL wined3d_blend_state_decref(struct wined3d_blend_state *state) { ULONG refcount = InterlockedDecrement(&state->refcount); struct wined3d_device *device = state->device; TRACE("%p decreasing refcount to %u.\n", state, refcount); if (!refcount) { state->parent_ops->wined3d_object_destroyed(state->parent); wined3d_cs_destroy_object(device->cs, wined3d_blend_state_destroy_object, state); } return refcount; } void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *state) { TRACE("state %p.\n", state); return state->parent; } HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device, const struct wined3d_blend_state_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state) { struct wined3d_blend_state *object; TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n", device, desc, parent, parent_ops, state); if (!(object = heap_alloc_zero(sizeof(*object)))) return E_OUTOFMEMORY; object->refcount = 1; object->desc = *desc; object->parent = parent; object->parent_ops = parent_ops; object->device = device; TRACE("Created blend state %p.\n", object); *state = object; return WINED3D_OK; } ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state) { ULONG refcount = InterlockedIncrement(&state->refcount); TRACE("%p increasing refcount to %u.\n", state, refcount); return refcount; } static void wined3d_rasterizer_state_destroy_object(void *object) { heap_free(object); } ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state) { ULONG refcount = InterlockedDecrement(&state->refcount); struct wined3d_device *device = state->device; TRACE("%p decreasing refcount to %u.\n", state, refcount); if (!refcount) { state->parent_ops->wined3d_object_destroyed(state->parent); wined3d_cs_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state); } return refcount; } void * CDECL wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state *state) { TRACE("rasterizer_state %p.\n", state); return state->parent; } HRESULT CDECL wined3d_rasterizer_state_create(struct wined3d_device *device, const struct wined3d_rasterizer_state_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rasterizer_state **state) { struct wined3d_rasterizer_state *object; TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n", device, desc, parent, parent_ops, state); if (!(object = heap_alloc_zero(sizeof(*object)))) return E_OUTOFMEMORY; object->refcount = 1; object->desc = *desc; object->parent = parent; object->parent_ops = parent_ops; object->device = device; TRACE("Created rasterizer state %p.\n", object); *state = object; return WINED3D_OK; } /* Context activation for state handler is done by the caller. */ static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id), state_id); } void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id)); } static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE]; const struct wined3d_gl_info *gl_info = context->gl_info; switch (mode) { case WINED3D_FILL_POINT: gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)"); break; case WINED3D_FILL_WIREFRAME: gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)"); break; case WINED3D_FILL_SOLID: gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)"); break; default: FIXME("Unrecognized fill mode %#x.\n", mode); } } static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; /* Lighting is not enabled if transformed vertices are drawn, but lighting * does not affect the stream sources, so it is not grouped for * performance reasons. This state reads the decoded vertex declaration, * so if it is dirty don't do anything. The vertex declaration applying * function calls this function for updating. */ if (isStateDirty(context, STATE_VDECL)) return; if (state->render_states[WINED3D_RS_LIGHTING] && !context->stream_info.position_transformed) { gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING); checkGLcall("glEnable GL_LIGHTING"); } else { gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING); checkGLcall("glDisable GL_LIGHTING"); } } static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE]; const struct wined3d_gl_info *gl_info = context->gl_info; /* No z test without depth stencil buffers */ if (!state->fb->depth_stencil) { TRACE("No Z buffer - disabling depth test\n"); zenable = WINED3D_ZB_FALSE; } switch (zenable) { case WINED3D_ZB_FALSE: gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST); checkGLcall("glDisable GL_DEPTH_TEST"); break; case WINED3D_ZB_TRUE: gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST); checkGLcall("glEnable GL_DEPTH_TEST"); break; case WINED3D_ZB_USEW: gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST); checkGLcall("glEnable GL_DEPTH_TEST"); FIXME("W buffer is not well handled\n"); break; default: FIXME("Unrecognized depth buffer type %#x.\n", zenable); break; } if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))) context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); } static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; /* glFrontFace() is set in context.c at context init and on an * offscreen / onscreen rendering switch. */ switch (state->render_states[WINED3D_RS_CULLMODE]) { case WINED3D_CULL_NONE: gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE); checkGLcall("glDisable GL_CULL_FACE"); break; case WINED3D_CULL_FRONT: gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE); checkGLcall("glEnable GL_CULL_FACE"); gl_info->gl_ops.gl.p_glCullFace(GL_FRONT); checkGLcall("glCullFace(GL_FRONT)"); break; case WINED3D_CULL_BACK: gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE); checkGLcall("glEnable GL_CULL_FACE"); gl_info->gl_ops.gl.p_glCullFace(GL_BACK); checkGLcall("glCullFace(GL_BACK)"); break; default: FIXME("Unrecognized cull mode %#x.\n", state->render_states[WINED3D_RS_CULLMODE]); } } void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; switch (state->render_states[WINED3D_RS_SHADEMODE]) { case WINED3D_SHADE_FLAT: gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT); checkGLcall("glShadeModel(GL_FLAT)"); break; case WINED3D_SHADE_GOURAUD: /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD * in D3D. */ case WINED3D_SHADE_PHONG: gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH); checkGLcall("glShadeModel(GL_SMOOTH)"); break; default: FIXME("Unrecognized shade mode %#x.\n", state->render_states[WINED3D_RS_SHADEMODE]); } } static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; if (state->render_states[WINED3D_RS_DITHERENABLE]) { gl_info->gl_ops.gl.p_glEnable(GL_DITHER); checkGLcall("glEnable GL_DITHER"); } else { gl_info->gl_ops.gl.p_glDisable(GL_DITHER); checkGLcall("glDisable GL_DITHER"); } } static void state_zwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; if (state->render_states[WINED3D_RS_ZWRITEENABLE]) { gl_info->gl_ops.gl.p_glDepthMask(1); checkGLcall("glDepthMask(1)"); } else { gl_info->gl_ops.gl.p_glDepthMask(0); checkGLcall("glDepthMask(0)"); } } GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) { switch (f) { case WINED3D_CMP_NEVER: return GL_NEVER; case WINED3D_CMP_LESS: return GL_LESS; case WINED3D_CMP_EQUAL: return GL_EQUAL; case WINED3D_CMP_LESSEQUAL: return GL_LEQUAL; case WINED3D_CMP_GREATER: return GL_GREATER; case WINED3D_CMP_NOTEQUAL: return GL_NOTEQUAL; case WINED3D_CMP_GREATEREQUAL: return GL_GEQUAL; case WINED3D_CMP_ALWAYS: return GL_ALWAYS; default: if (!f) WARN("Unrecognized compare function %#x.\n", f); else FIXME("Unrecognized compare function %#x.\n", f); return GL_NONE; } } static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]); const struct wined3d_gl_info *gl_info = context->gl_info; if (!depth_func) return; gl_info->gl_ops.gl.p_glDepthFunc(depth_func); checkGLcall("glDepthFunc"); } static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_color color; wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]); TRACE("Setting ambient to %s.\n", debug_color(&color)); gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r); checkGLcall("glLightModel for MODEL_AMBIENT"); } static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { WARN("Unsupported in local OpenGL implementation: glBlendEquation\n"); } static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op) { switch (op) { case WINED3D_BLEND_OP_ADD: return GL_FUNC_ADD; case WINED3D_BLEND_OP_SUBTRACT: return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD; case WINED3D_BLEND_OP_REVSUBTRACT: return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD; case WINED3D_BLEND_OP_MIN: return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD; case WINED3D_BLEND_OP_MAX: return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD; default: if (!op) WARN("Unhandled blend op %#x.\n", op); else FIXME("Unhandled blend op %#x.\n", op); return GL_FUNC_ADD; } } static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; GLenum blend_equation_alpha = GL_FUNC_ADD_EXT; GLenum blend_equation = GL_FUNC_ADD_EXT; /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */ if (state->render_states[WINED3D_RS_BLENDOPALPHA] && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE]) { WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n"); return; } blend_equation = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOP]); blend_equation_alpha = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOPALPHA]); TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha); if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE]) { GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha)); checkGLcall("glBlendEquationSeparate"); } else { GL_EXTCALL(glBlendEquation(blend_equation)); checkGLcall("glBlendEquation"); } } static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format) { switch (factor) { case WINED3D_BLEND_ZERO: return GL_ZERO; case WINED3D_BLEND_ONE: return GL_ONE; case WINED3D_BLEND_SRCCOLOR: return GL_SRC_COLOR; case WINED3D_BLEND_INVSRCCOLOR: return GL_ONE_MINUS_SRC_COLOR; case WINED3D_BLEND_SRCALPHA: return GL_SRC_ALPHA; case WINED3D_BLEND_INVSRCALPHA: return GL_ONE_MINUS_SRC_ALPHA; case WINED3D_BLEND_DESTCOLOR: return GL_DST_COLOR; case WINED3D_BLEND_INVDESTCOLOR: return GL_ONE_MINUS_DST_COLOR; /* To compensate for the lack of format switching with backbuffer * offscreen rendering, and with onscreen rendering, we modify the * alpha test parameters for (INV)DESTALPHA if the render target * doesn't support alpha blending. A nonexistent alpha channel * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */ case WINED3D_BLEND_DESTALPHA: return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE; case WINED3D_BLEND_INVDESTALPHA: return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO; case WINED3D_BLEND_SRCALPHASAT: return GL_SRC_ALPHA_SATURATE; case WINED3D_BLEND_BLENDFACTOR: return GL_CONSTANT_COLOR_EXT; case WINED3D_BLEND_INVBLENDFACTOR: return GL_ONE_MINUS_CONSTANT_COLOR_EXT; case WINED3D_BLEND_SRC1COLOR: return GL_SRC1_COLOR; case WINED3D_BLEND_INVSRC1COLOR: return GL_ONE_MINUS_SRC1_COLOR; case WINED3D_BLEND_SRC1ALPHA: return GL_SRC1_ALPHA; case WINED3D_BLEND_INVSRC1ALPHA: return GL_ONE_MINUS_SRC1_ALPHA; default: if (!factor) WARN("Unhandled blend factor %#x.\n", factor); else FIXME("Unhandled blend factor %#x.\n", factor); return GL_NONE; } } static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend, enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend, const struct wined3d_format *rt_format) { /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy * source blending values which are still valid up to d3d9. They should * not occur as dest blend values. */ if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA) { *src_blend = GL_SRC_ALPHA; *dst_blend = GL_ONE_MINUS_SRC_ALPHA; } else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA) { *src_blend = GL_ONE_MINUS_SRC_ALPHA; *dst_blend = GL_SRC_ALPHA; } else { *src_blend = gl_blend_factor(d3d_src_blend, rt_format); *dst_blend = gl_blend_factor(d3d_dst_blend, rt_format); } } static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_format *rt_format; GLenum src_blend, dst_blend; unsigned int rt_fmt_flags; BOOL enable_blend; enable_blend = state->fb->render_targets[0] && state->render_states[WINED3D_RS_ALPHABLENDENABLE]; if (enable_blend) { rt_format = state->fb->render_targets[0]->format; rt_fmt_flags = state->fb->render_targets[0]->format_flags; /* Disable blending in all cases even without pixelshaders. * With blending on we could face a big performance penalty. * The d3d9 visual test confirms the behavior. */ if (context->render_offscreen && !(rt_fmt_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) enable_blend = FALSE; } if (!enable_blend) { gl_info->gl_ops.gl.p_glDisable(GL_BLEND); checkGLcall("glDisable(GL_BLEND)"); return; } gl_info->gl_ops.gl.p_glEnable(GL_BLEND); checkGLcall("glEnable(GL_BLEND)"); gl_blend_from_d3d(&src_blend, &dst_blend, state->render_states[WINED3D_RS_SRCBLEND], state->render_states[WINED3D_RS_DESTBLEND], rt_format); /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */ if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP))) state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA)); if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE]) { GLenum src_blend_alpha, dst_blend_alpha; /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */ if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE]) { WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n"); return; } gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, state->render_states[WINED3D_RS_SRCBLENDALPHA], state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format); GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha)); checkGLcall("glBlendFuncSeparate"); } else { TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend); gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend); checkGLcall("glBlendFunc"); } /* Colorkey fixup for stage 0 alphaop depends on * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */ if (state->render_states[WINED3D_RS_COLORKEYENABLE]) context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP)); } static void state_blend_factor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { WARN("Unsupported in local OpenGL implementation: glBlendColor.\n"); } static void state_blend_factor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_color *factor = &state->blend_factor; const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("Setting blend factor to %s.\n", debug_color(factor)); GL_EXTCALL(glBlendColor(factor->r, factor->g, factor->b, factor->a)); checkGLcall("glBlendColor"); } static void state_blend_object(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; BOOL alpha_to_coverage = FALSE; if (!gl_info->supported[ARB_MULTISAMPLE]) return; if (state->blend_state) { struct wined3d_blend_state_desc *desc = &state->blend_state->desc; alpha_to_coverage = desc->alpha_to_coverage; } if (alpha_to_coverage) gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE); else gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); checkGLcall("blend state"); } void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; int glParm = 0; float ref; BOOL enable_ckey = FALSE; TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); /* Find out if the texture on the first stage has a ckey set. The alpha * state func reads the texture settings, even though alpha and texture * are not grouped together. This is to avoid making a huge alpha + * texture + texture stage + ckey block due to the hardly used * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture * function will call alpha in case it finds some texture + colorkeyenable * combination which needs extra care. */ if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT)) enable_ckey = TRUE; if (enable_ckey || context->last_was_ckey) context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP)); context->last_was_ckey = enable_ckey; if (state->render_states[WINED3D_RS_ALPHATESTENABLE] || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)) { gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST); checkGLcall("glEnable GL_ALPHA_TEST"); } else { gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); checkGLcall("glDisable GL_ALPHA_TEST"); /* Alpha test is disabled, don't bother setting the params - it will happen on the next * enable call */ return; } if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey) { glParm = GL_NOTEQUAL; ref = 0.0f; } else { ref = wined3d_alpha_ref(state); glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]); } if (glParm) { gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref); checkGLcall("glAlphaFunc"); } } void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { unsigned int enable_mask; if (use_vs(state) && !context->d3d_info->vs_clipping) { static BOOL warned; /* The OpenGL spec says that clipping planes are disabled when using * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI * driver keeps clipping planes activated with shaders in some * conditions I got sick of tracking down. The shader state handler * disables all clip planes because of that - don't do anything here * and keep them disabled. */ if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++) FIXME("Clipping not supported with vertex shaders.\n"); return; } /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders. * The enabled / disabled planes are hardcoded into the shader. Update the * shader to update the enabled clipplanes. In case of fixed function, we * need to update the clipping field from ffp_vertex_settings. */ context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; /* If enabling / disabling all * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum? */ enable_mask = state->render_states[WINED3D_RS_CLIPPING] ? state->render_states[WINED3D_RS_CLIPPLANEENABLE] : 0; context_enable_clip_distances(context, enable_mask); } static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR) * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled * specular color. This is wrong: * Separate specular color means the specular colour is maintained separately, whereas * single color means it is merged in. However in both cases they are being used to * some extent. * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are * running 1.4 yet! * * * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect. * Instead, we need to setup the FinalCombiner properly. * * The default setup for the FinalCombiner is: * * * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA * * That's pretty much fine as it is, except for variable B, which needs to take * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on * whether WINED3D_RS_SPECULARENABLE is enabled or not. */ TRACE("Setting specular enable state and materials\n"); if (state->render_states[WINED3D_RS_SPECULARENABLE]) { gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular); checkGLcall("glMaterialfv"); if (state->material.power > gl_info->limits.shininess) { /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp * them, it should be safe to do so without major visual distortions. */ WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess); gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess); } else { gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power); } checkGLcall("glMaterialf(GL_SHININESS)"); if (gl_info->supported[EXT_SECONDARY_COLOR]) gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT); else TRACE("Specular colors cannot be enabled in this version of opengl\n"); checkGLcall("glEnable(GL_COLOR_SUM)"); if (gl_info->supported[NV_REGISTER_COMBINERS]) { GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB)); checkGLcall("glFinalCombinerInputNV()"); } } else { static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f}; /* for the case of enabled lighting: */ gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]); checkGLcall("glMaterialfv"); /* for the case of disabled lighting: */ if (gl_info->supported[EXT_SECONDARY_COLOR]) gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT); else TRACE("Specular colors cannot be disabled in this version of opengl\n"); checkGLcall("glDisable(GL_COLOR_SUM)"); if (gl_info->supported[NV_REGISTER_COMBINERS]) { GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB)); checkGLcall("glFinalCombinerInputNV()"); } } TRACE("diffuse %s\n", debug_color(&state->material.diffuse)); TRACE("ambient %s\n", debug_color(&state->material.ambient)); TRACE("specular %s\n", debug_color(&state->material.specular)); TRACE("emissive %s\n", debug_color(&state->material.emissive)); gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient); checkGLcall("glMaterialfv(GL_AMBIENT)"); gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse); checkGLcall("glMaterialfv(GL_DIFFUSE)"); gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive); checkGLcall("glMaterialfv(GL_EMISSION)"); } static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_color color; unsigned int i; /* Note the texture color applies to all textures whereas * GL_TEXTURE_ENV_COLOR applies to active only. */ wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]); /* And now the default texture color as well */ for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i) { /* Note the WINED3D_RS value applies to all textures, but GL has one * per texture, so apply it now ready to be used! */ context_active_texture(context, gl_info, i); gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r); checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);"); } } static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass) { const struct wined3d_gl_info *gl_info = context->gl_info; gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT); checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)"); GL_EXTCALL(glActiveStencilFaceEXT(face)); checkGLcall("glActiveStencilFaceEXT(...)"); gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask); checkGLcall("glStencilFunc(...)"); gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass); checkGLcall("glStencilOp(...)"); } static GLenum gl_stencil_op(enum wined3d_stencil_op op) { switch (op) { case WINED3D_STENCIL_OP_KEEP: return GL_KEEP; case WINED3D_STENCIL_OP_ZERO: return GL_ZERO; case WINED3D_STENCIL_OP_REPLACE: return GL_REPLACE; case WINED3D_STENCIL_OP_INCR_SAT: return GL_INCR; case WINED3D_STENCIL_OP_DECR_SAT: return GL_DECR; case WINED3D_STENCIL_OP_INVERT: return GL_INVERT; case WINED3D_STENCIL_OP_INCR: return GL_INCR_WRAP; case WINED3D_STENCIL_OP_DECR: return GL_DECR_WRAP; default: if (!op) WARN("Unrecognized stencil op %#x.\n", op); else FIXME("Unrecognized stencil op %#x.\n", op); return GL_KEEP; } } static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; DWORD onesided_enable; DWORD twosided_enable; GLint func; GLint func_back; GLint ref; GLuint mask; GLint stencilFail; GLint stencilFail_back; GLint stencilPass; GLint stencilPass_back; GLint depthFail; GLint depthFail_back; /* No stencil test without a stencil buffer. */ if (!state->fb->depth_stencil) { gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST); checkGLcall("glDisable GL_STENCIL_TEST"); return; } onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE]; twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE]; if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC]))) func = GL_ALWAYS; if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC]))) func_back = GL_ALWAYS; mask = state->render_states[WINED3D_RS_STENCILMASK]; ref = state->render_states[WINED3D_RS_STENCILREF] & mask; stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]); depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]); stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]); stencilFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILFAIL]); depthFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILZFAIL]); stencilPass_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILPASS]); TRACE("(onesided %d, twosided %d, ref %x, mask %x, " "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x " "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n", onesided_enable, twosided_enable, ref, mask, func, stencilFail, depthFail, stencilPass, func_back, stencilFail_back, depthFail_back, stencilPass_back); if (twosided_enable && onesided_enable) { gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST); checkGLcall("glEnable GL_STENCIL_TEST"); if (gl_info->supported[WINED3D_GL_VERSION_2_0]) { GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask)); GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass)); GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask)); GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back)); checkGLcall("setting two sided stencil state"); } else if (gl_info->supported[EXT_STENCIL_TWO_SIDE]) { /* Apply back first, then front. This function calls glActiveStencilFaceEXT, * which has an effect on the code below too. If we apply the front face * afterwards, we are sure that the active stencil face is set to front, * and other stencil functions which do not use two sided stencil do not have * to set it back */ renderstate_stencil_twosided(context, GL_BACK, func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back); renderstate_stencil_twosided(context, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass); } else if (gl_info->supported[ATI_SEPARATE_STENCIL]) { GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask)); checkGLcall("glStencilFuncSeparateATI(...)"); GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass)); checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)"); GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back)); checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)"); } else { FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n"); } } else if(onesided_enable) { if (gl_info->supported[EXT_STENCIL_TWO_SIDE]) { gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)"); } /* This code disables the ATI extension as well, since the standard stencil functions are equal * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter */ gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST); checkGLcall("glEnable GL_STENCIL_TEST"); gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask); checkGLcall("glStencilFunc(...)"); gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass); checkGLcall("glStencilOp(...)"); } else { gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST); checkGLcall("glDisable GL_STENCIL_TEST"); } } static void state_stencilwrite2s_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0; const struct wined3d_gl_info *gl_info = context->gl_info; GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK)); checkGLcall("glActiveStencilFaceEXT(GL_BACK)"); gl_info->gl_ops.gl.p_glStencilMask(mask); checkGLcall("glStencilMask"); GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT)); checkGLcall("glActiveStencilFaceEXT(GL_FRONT)"); gl_info->gl_ops.gl.p_glStencilMask(mask); } static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0; const struct wined3d_gl_info *gl_info = context->gl_info; gl_info->gl_ops.gl.p_glStencilMask(mask); checkGLcall("glStencilMask"); } static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); if (!state->render_states[WINED3D_RS_FOGENABLE]) return; /* Table fog on: Never use fog coords, and use per-fragment fog */ if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE) { gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST); if (context->fog_coord) { gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)"); context->fog_coord = FALSE; } /* Range fog is only used with per-vertex fog in d3d */ if (gl_info->supported[NV_FOG_DISTANCE]) { gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV); checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)"); } return; } /* Otherwise use per-vertex fog in any case */ gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST); if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw) { /* No fog at all, or transformed vertices: Use fog coord */ if (!context->fog_coord) { gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)"); context->fog_coord = TRUE; } } else { /* Otherwise, use the fragment depth */ if (context->fog_coord) { gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT); checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)"); context->fog_coord = FALSE; } if (state->render_states[WINED3D_RS_RANGEFOGENABLE]) { if (gl_info->supported[NV_FOG_DISTANCE]) { gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV); checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)"); } else { WARN("Range fog enabled, but not supported by this GL implementation.\n"); } } else if (gl_info->supported[NV_FOG_DISTANCE]) { gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV); checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)"); } } } void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; float fogstart, fogend; get_fog_start_end(context, state, &fogstart, &fogend); gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart); checkGLcall("glFogf(GL_FOG_START, fogstart)"); TRACE("Fog Start == %f\n", fogstart); gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend); checkGLcall("glFogf(GL_FOG_END, fogend)"); TRACE("Fog End == %f\n", fogend); } void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; enum fogsource new_source; DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART]; DWORD fogend = state->render_states[WINED3D_RS_FOGEND]; TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); if (!state->render_states[WINED3D_RS_FOGENABLE]) { /* No fog? Disable it, and we're done :-) */ gl_info->p_glDisableWINE(GL_FOG); checkGLcall("glDisable GL_FOG"); return; } /* Fog Rules: * * With fixed function vertex processing, Direct3D knows 2 different fog input sources. * It can use the Z value of the vertex, or the alpha component of the specular color. * This depends on the fog vertex, fog table and the vertex declaration. If the Z value * is used, fogstart, fogend and the equation type are used, otherwise linear fog with * start = 255, end = 0 is used. Obviously the msdn is not very clear on that. * * FOGTABLEMODE != NONE: * The Z value is used, with the equation specified, no matter what vertex type. * * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed: * Per vertex fog is calculated using the specified fog equation and the parameters * * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed: * Linear fog with start = 255.0, end = 0.0, input comes from the specular color * * * Rules for vertex fog with shaders: * * When mixing fixed function functionality with the programmable pipeline, D3D expects * the fog computation to happen during transformation while openGL expects it to happen * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after * the pixel shader while openGL always expects the pixel shader to handle the blending. * To solve this problem, WineD3D does: * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel * shader, * and 2) disables the fog computation (in either the fixed function or programmable * rasterizer) if using a vertex program. * * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in * the specular color, a vertex shader counts as pretransformed geometry in this case. * There are some GL differences between specular fog coords and vertex shaders though. * * With table fog the vertex shader fog coordinate is ignored. * * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or * without shaders). */ /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, * the system will apply only pixel(=table) fog effects." */ if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE) { if (use_vs(state)) { gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)"); new_source = FOGSOURCE_VS; } else { switch (state->render_states[WINED3D_RS_FOGVERTEXMODE]) { /* If processed vertices are used, fall through to the NONE case */ case WINED3D_FOG_EXP: if (!context->last_was_rhw) { gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)"); new_source = FOGSOURCE_FFP; break; } /* drop through */ case WINED3D_FOG_EXP2: if (!context->last_was_rhw) { gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)"); new_source = FOGSOURCE_FFP; break; } /* drop through */ case WINED3D_FOG_LINEAR: if (!context->last_was_rhw) { gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)"); new_source = FOGSOURCE_FFP; break; } /* drop through */ case WINED3D_FOG_NONE: /* Both are none? According to msdn the alpha channel of * the specular colour contains a fog factor. Set it in * draw_primitive_immediate_mode(). Same happens with * vertex fog on transformed vertices. */ new_source = FOGSOURCE_COORD; gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)"); break; default: FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n", state->render_states[WINED3D_RS_FOGVERTEXMODE]); new_source = FOGSOURCE_FFP; /* Make the compiler happy */ } } } else { new_source = FOGSOURCE_FFP; switch (state->render_states[WINED3D_RS_FOGTABLEMODE]) { case WINED3D_FOG_EXP: gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)"); break; case WINED3D_FOG_EXP2: gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)"); break; case WINED3D_FOG_LINEAR: gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)"); break; case WINED3D_FOG_NONE: /* Won't happen */ default: FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n", state->render_states[WINED3D_RS_FOGTABLEMODE]); } } gl_info->p_glEnableWINE(GL_FOG); checkGLcall("glEnable GL_FOG"); if (new_source != context->fog_source || fogstart == fogend) { context->fog_source = new_source; state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART)); } } void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_color color; wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]); gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r); checkGLcall("glFog GL_FOG_COLOR"); } void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; union { DWORD d; float f; } tmpvalue; tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY]; gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f); checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)"); } static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; GLenum Parm = 0; /* Depends on the decoded vertex declaration to read the existence of diffuse data. * The vertex declaration will call this function if the fixed function pipeline is used. */ if(isStateDirty(context, STATE_VDECL)) { return; } context->num_untracked_materials = 0; if ((context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE)) && state->render_states[WINED3D_RS_COLORVERTEX]) { TRACE("diff %d, amb %d, emis %d, spec %d\n", state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE], state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE], state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE], state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]); if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1) { if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1) Parm = GL_AMBIENT_AND_DIFFUSE; else Parm = GL_DIFFUSE; if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1) { context->untracked_materials[context->num_untracked_materials] = GL_EMISSION; context->num_untracked_materials++; } if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1) { context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR; context->num_untracked_materials++; } } else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1) { Parm = GL_AMBIENT; if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1) { context->untracked_materials[context->num_untracked_materials] = GL_EMISSION; context->num_untracked_materials++; } if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1) { context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR; context->num_untracked_materials++; } } else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1) { Parm = GL_EMISSION; if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1) { context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR; context->num_untracked_materials++; } } else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1) { Parm = GL_SPECULAR; } } /* Nothing changed, return. */ if (Parm == context->tracking_parm) return; if (!Parm) { gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL); checkGLcall("glDisable GL_COLOR_MATERIAL"); } else { gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm); checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)"); gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL); checkGLcall("glEnable(GL_COLOR_MATERIAL)"); } /* Apparently calls to glMaterialfv are ignored for properties we're * tracking with glColorMaterial, so apply those here. */ switch (context->tracking_parm) { case GL_AMBIENT_AND_DIFFUSE: gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient); gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse); checkGLcall("glMaterialfv"); break; case GL_DIFFUSE: gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse); checkGLcall("glMaterialfv"); break; case GL_AMBIENT: gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient); checkGLcall("glMaterialfv"); break; case GL_EMISSION: gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive); checkGLcall("glMaterialfv"); break; case GL_SPECULAR: /* Only change material color if specular is enabled, otherwise it is set to black */ if (state->render_states[WINED3D_RS_SPECULARENABLE]) { gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular); checkGLcall("glMaterialfv"); } else { static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f}; gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]); checkGLcall("glMaterialfv"); } break; } context->tracking_parm = Parm; } static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; union { DWORD d; struct wined3d_line_pattern lp; } tmppattern; tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN]; TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern); if (tmppattern.lp.repeat_factor) { gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern); checkGLcall("glLineStipple(repeat, linepattern)"); gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE); checkGLcall("glEnable(GL_LINE_STIPPLE);"); } else { gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE); checkGLcall("glDisable(GL_LINE_STIPPLE);"); } } static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { static unsigned int once; if (!once++) FIXME("Setting line patterns is not supported in OpenGL core contexts.\n"); } static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; if (isStateDirty(context, STATE_VDECL)) return; /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division * by zero and is not properly defined in opengl, so avoid it */ if (state->render_states[WINED3D_RS_NORMALIZENORMALS] && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL))) { gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE); checkGLcall("glEnable(GL_NORMALIZE);"); } else { gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE); checkGLcall("glDisable(GL_NORMALIZE);"); } } static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { float min, max; get_pointsize_minmax(context, state, &min, &max); if (min != 1.0f) FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min); if (max != 64.0f) FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max); } static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; float min, max; get_pointsize_minmax(context, state, &min, &max); GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min); checkGLcall("glPointParameterfEXT(...)"); GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max); checkGLcall("glPointParameterfEXT(...)"); } static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; float min, max; get_pointsize_minmax(context, state, &min, &max); GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min); checkGLcall("glPointParameterfARB(...)"); GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max); checkGLcall("glPointParameterfARB(...)"); } static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; float att[3]; float pointsize; get_pointsize(context, state, &pointsize, att); if (gl_info->supported[ARB_POINT_PARAMETERS]) { GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att); checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)"); } else if (gl_info->supported[EXT_POINT_PARAMETERS]) { GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att); checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)"); } else if (state->render_states[WINED3D_RS_POINTSCALEENABLE]) { WARN("POINT_PARAMETERS not supported in this version of opengl\n"); } gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN)); checkGLcall("glPointSize(...);"); } static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]); } static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE]; DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1]; DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2]; DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3]; const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n", mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0, mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0, mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0, mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0); gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE, mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE, mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE, mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE); checkGLcall("glColorMask(...)"); if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0) || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf))) { FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n", mask0, mask1, mask2, mask3); FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n"); } } static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask) { GL_EXTCALL(glColorMaski(index, mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE, mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE, mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE, mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE)); checkGLcall("glColorMaski"); } static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]); } static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]); } static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]); } static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]); } static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; if (state->render_states[WINED3D_RS_LOCALVIEWER]) { gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)"); } else { gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0); checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)"); } } static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_LASTPIXEL]) { TRACE("Last Pixel Drawing Enabled\n"); } else { static BOOL warned; if (!warned) { FIXME("Last Pixel Drawing Disabled, not handled yet\n"); warned = TRUE; } else { TRACE("Last Pixel Drawing Disabled, not handled yet\n"); } } } void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { static BOOL warned; /* TODO: NV_POINT_SPRITE */ if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE]) { /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */ FIXME("Point sprites not supported\n"); warned = TRUE; } } void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; if (state->render_states[WINED3D_RS_POINTSPRITEENABLE]) { gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB); checkGLcall("glEnable(GL_POINT_SPRITE_ARB)"); } else { gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB); checkGLcall("glDisable(GL_POINT_SPRITE_ARB)"); } } static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { static unsigned int once; if ((state->render_states[WINED3D_RS_WRAP0] || state->render_states[WINED3D_RS_WRAP1] || state->render_states[WINED3D_RS_WRAP2] || state->render_states[WINED3D_RS_WRAP3] || state->render_states[WINED3D_RS_WRAP4] || state->render_states[WINED3D_RS_WRAP5] || state->render_states[WINED3D_RS_WRAP6] || state->render_states[WINED3D_RS_WRAP7] || state->render_states[WINED3D_RS_WRAP8] || state->render_states[WINED3D_RS_WRAP9] || state->render_states[WINED3D_RS_WRAP10] || state->render_states[WINED3D_RS_WRAP11] || state->render_states[WINED3D_RS_WRAP12] || state->render_states[WINED3D_RS_WRAP13] || state->render_states[WINED3D_RS_WRAP14] || state->render_states[WINED3D_RS_WRAP15]) && !once++) FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n"); } static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS]) WARN("Multisample antialiasing not supported by GL.\n"); } static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS]) { gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB); checkGLcall("glEnable(GL_MULTISAMPLE_ARB)"); } else { gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB); checkGLcall("glDisable(GL_MULTISAMPLE_ARB)"); } } static void state_line_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; if (state->render_states[WINED3D_RS_EDGEANTIALIAS] || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE]) { gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH); checkGLcall("glEnable(GL_LINE_SMOOTH)"); } else { gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH); checkGLcall("glDisable(GL_LINE_SMOOTH)"); } } static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; if (state->render_states[WINED3D_RS_SCISSORTESTENABLE]) { gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST); checkGLcall("glEnable(GL_SCISSOR_TEST)"); } else { gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); checkGLcall("glDisable(GL_SCISSOR_TEST)"); } } /* The Direct3D depth bias is specified in normalized depth coordinates. In * OpenGL the bias is specified in units of "the smallest value that is * guaranteed to produce a resolvable offset for a given implementation". To * convert from D3D to GL we need to divide the D3D depth bias by that value. * We try to detect the value from GL with test draws. On most drivers (r300g, * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers, * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does * not depend on the depth buffer precision on any driver. * * Two games that are picky regarding depth bias are Mass Effect 2 (flickering * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns). * * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and * doesn't need to be scaled to account for GL vs D3D differences. */ static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] || state->render_states[WINED3D_RS_DEPTHBIAS]) { const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil; float factor, units, scale, clamp; union { DWORD d; float f; } scale_bias, const_bias; clamp = state->rasterizer_state ? state->rasterizer_state->desc.depth_bias_clamp : 0.0f; scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]; const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS]; if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS) { factor = units = -(float)const_bias.d; } else { if (depth) { scale = depth->format->depth_bias_scale; TRACE("Depth format %s, using depthbias scale of %.8e.\n", debug_d3dformat(depth->format->id), scale); } else { /* The context manager will reapply this state on a depth stencil change */ TRACE("No depth stencil, using depth bias scale of 0.0.\n"); scale = 0.0f; } factor = scale_bias.f; units = const_bias.f * scale; } gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL); if (gl_info->supported[ARB_POLYGON_OFFSET_CLAMP]) { gl_info->gl_ops.ext.p_glPolygonOffsetClamp(factor, units, clamp); } else { if (clamp != 0.0f) WARN("Ignoring depth bias clamp %.8e.\n", clamp); gl_info->gl_ops.gl.p_glPolygonOffset(factor, units); } } else { gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL); } checkGLcall("depth bias"); } static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_ZVISIBLE]) FIXME("WINED3D_RS_ZVISIBLE not implemented.\n"); } static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_STIPPLEDALPHA]) FIXME("Stippled Alpha not supported yet.\n"); } static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_ANTIALIAS]) FIXME("Antialias not supported yet.\n"); } static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff) FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n", state->render_states[WINED3D_RS_MULTISAMPLEMASK]); } static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE) FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n", state->render_states[WINED3D_RS_PATCHEDGESTYLE]); } static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { union { DWORD d; float f; } tmpvalue; tmpvalue.f = 1.0f; if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d) { static BOOL displayed = FALSE; tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS]; if(!displayed) FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f); displayed = TRUE; } } static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC) FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n", state->render_states[WINED3D_RS_POSITIONDEGREE]); } static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR) FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n", state->render_states[WINED3D_RS_NORMALDEGREE]); } static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]) FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n", state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]); } static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { union { DWORD d; float f; } zmin, zmax; const struct wined3d_gl_info *gl_info = context->gl_info; if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB) { zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z]; zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W]; /* If zmin is larger than zmax INVALID_VALUE error is generated. * In d3d9 test is not performed in this case*/ if (zmin.f <= zmax.f) { gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT); checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)"); GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f)); checkGLcall("glDepthBoundsEXT(...)"); } else { gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT); checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)"); } } else { gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT); checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)"); } state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION)); } static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_WRAPU]) FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n"); } static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_WRAPV]) FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n"); } static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_MONOENABLE]) FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n"); } static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_ROP2]) FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n"); } static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_PLANEMASK]) FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n"); } static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_SUBPIXEL]) FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n"); } static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_SUBPIXELX]) FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n"); } static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_STIPPLEENABLE]) FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n"); } static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_MIPMAPLODBIAS]) FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n"); } static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_ANISOTROPY]) FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n"); } static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_FLUSHBATCH]) FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n"); } static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT]) FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n"); } static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_EXTENTS]) FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n"); } static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE]) FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n"); } static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { static int once; if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING]) { if (!once++) FIXME("Software vertex processing not implemented.\n"); } } static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) { /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the * input should be used for all input components. The WINED3DTA_COMPLEMENT * flag specifies the complement of the input should be used. */ BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE; BOOL complement = arg & WINED3DTA_COMPLEMENT; /* Calculate the operand */ if (complement) { if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA; else *operand = GL_ONE_MINUS_SRC_COLOR; } else { if (from_alpha) *operand = GL_SRC_ALPHA; else *operand = GL_SRC_COLOR; } /* Calculate the source */ switch (arg & WINED3DTA_SELECTMASK) { case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break; case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break; case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break; case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break; case WINED3DTA_SPECULAR: /* * According to the GL_ARB_texture_env_combine specs, SPECULAR is * 'Secondary color' and isn't supported until base GL supports it * There is no concept of temp registers as far as I can tell */ FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n"); *source = GL_TEXTURE; break; default: FIXME("Unrecognized texture arg %#x\n", arg); *source = GL_TEXTURE; break; } } /* Setup the texture operations texture stage states */ static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) { GLenum src1, src2, src3; GLenum opr1, opr2, opr3; GLenum comb_target; GLenum src0_target, src1_target, src2_target; GLenum opr0_target, opr1_target, opr2_target; GLenum scal_target; GLenum opr=0, invopr, src3_target, opr3_target; BOOL Handled = FALSE; TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3); /* Operations usually involve two args, src0 and src1 and are operations * of the form (a1 a2). However, some of the more complex * operations take 3 parameters. Instead of the (sensible) addition of a3, * Microsoft added in a third parameter called a0. Therefore these are * operations of the form a0 a1 a2. I.e., the new * parameter goes to the front. * * However, below we treat the new (a0) parameter as src2/opr2, so in the * actual functions below, expect their syntax to differ slightly to those * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */ if (isAlpha) { comb_target = GL_COMBINE_ALPHA; src0_target = GL_SOURCE0_ALPHA; src1_target = GL_SOURCE1_ALPHA; src2_target = GL_SOURCE2_ALPHA; opr0_target = GL_OPERAND0_ALPHA; opr1_target = GL_OPERAND1_ALPHA; opr2_target = GL_OPERAND2_ALPHA; scal_target = GL_ALPHA_SCALE; } else { comb_target = GL_COMBINE_RGB; src0_target = GL_SOURCE0_RGB; src1_target = GL_SOURCE1_RGB; src2_target = GL_SOURCE2_RGB; opr0_target = GL_OPERAND0_RGB; opr1_target = GL_OPERAND1_RGB; opr2_target = GL_OPERAND2_RGB; scal_target = GL_RGB_SCALE; } /* If a texture stage references an invalid texture unit the stage just * passes through the result from the previous stage */ if (is_invalid_op(state, Stage, op, arg1, arg2, arg3)) { arg1 = WINED3DTA_CURRENT; op = WINED3D_TOP_SELECT_ARG1; } if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE) { get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1); } else { get_src_and_opr(arg1, isAlpha, &src1, &opr1); } get_src_and_opr(arg2, isAlpha, &src2, &opr2); get_src_and_opr(arg3, isAlpha, &src3, &opr3); TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3); Handled = TRUE; /* Assume will be handled */ /* Other texture operations require special extensions: */ if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4]) { if (isAlpha) { opr = GL_SRC_ALPHA; invopr = GL_ONE_MINUS_SRC_ALPHA; src3_target = GL_SOURCE3_ALPHA_NV; opr3_target = GL_OPERAND3_ALPHA_NV; } else { opr = GL_SRC_COLOR; invopr = GL_ONE_MINUS_SRC_COLOR; src3_target = GL_SOURCE3_RGB_NV; opr3_target = GL_OPERAND3_RGB_NV; } switch (op) { case WINED3D_TOP_DISABLE: /* Only for alpha */ gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); checkGLcall("GL_TEXTURE_ENV, opr3_target, opr"); break; case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */ case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */ gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); if (op == WINED3D_TOP_SELECT_ARG1) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); } else { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2); checkGLcall("GL_TEXTURE_ENV, src0_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2"); } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); checkGLcall("GL_TEXTURE_ENV, opr3_target, opr"); break; case WINED3D_TOP_MODULATE: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */ gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_MODULATE_2X: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */ gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2); checkGLcall("GL_TEXTURE_ENV, scal_target, 2"); break; case WINED3D_TOP_MODULATE_4X: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */ gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4); checkGLcall("GL_TEXTURE_ENV, scal_target, 4"); break; case WINED3D_TOP_ADD: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_ADD_SIGNED: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_ADD_SIGNED_2X: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2); checkGLcall("GL_TEXTURE_ENV, scal_target, 2"); break; case WINED3D_TOP_ADD_SMOOTH: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1); checkGLcall("GL_TEXTURE_ENV, src3_target, src1"); switch (opr1) { case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break; case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break; case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break; } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); checkGLcall("GL_TEXTURE_ENV, opr3_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA); checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_BLEND_TEXTURE_ALPHA: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA); checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_BLEND_FACTOR_ALPHA: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA); checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA); checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */ gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */ checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */ gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */ checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */ gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1); checkGLcall("GL_TEXTURE_ENV, src3_target, src1"); switch (opr) { case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break; } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); checkGLcall("GL_TEXTURE_ENV, opr3_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1); checkGLcall("GL_TEXTURE_ENV, src2_target, src1"); switch (opr1) { case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break; } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1); checkGLcall("GL_TEXTURE_ENV, src3_target, src1"); switch (opr1) { case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break; case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break; } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); checkGLcall("GL_TEXTURE_ENV, opr3_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); switch (opr1) { case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break; case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break; case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break; } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1); checkGLcall("GL_TEXTURE_ENV, src2_target, src1"); switch (opr1) { case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break; } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_MULTIPLY_ADD: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2); checkGLcall("GL_TEXTURE_ENV, src3_target, src3"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_BUMPENVMAP: case WINED3D_TOP_BUMPENVMAP_LUMINANCE: FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n"); Handled = FALSE; break; default: Handled = FALSE; } if (Handled) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV); checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV"); return; } } /* GL_NV_texture_env_combine4 */ Handled = TRUE; /* Again, assume handled */ switch (op) { case WINED3D_TOP_DISABLE: /* Only for alpha */ gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT); checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA); checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_SELECT_ARG1: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_SELECT_ARG2: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2); checkGLcall("GL_TEXTURE_ENV, src0_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_MODULATE: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_MODULATE_2X: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2); checkGLcall("GL_TEXTURE_ENV, scal_target, 2"); break; case WINED3D_TOP_MODULATE_4X: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4); checkGLcall("GL_TEXTURE_ENV, scal_target, 4"); break; case WINED3D_TOP_ADD: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_ADD_SIGNED: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_ADD_SIGNED_2X: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2); checkGLcall("GL_TEXTURE_ENV, scal_target, 2"); break; case WINED3D_TOP_SUBTRACT: if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); } else { FIXME("This version of opengl does not support GL_SUBTRACT\n"); } break; case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR); checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA); checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_BLEND_TEXTURE_ALPHA: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE); checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA); checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_BLEND_FACTOR_ALPHA: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT); checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA); checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_BLEND_CURRENT_ALPHA: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS); checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA); checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_DOTPRODUCT3: if (gl_info->supported[ARB_TEXTURE_ENV_DOT3]) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB"); } else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3]) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT"); } else { FIXME("This version of opengl does not support GL_DOT3\n"); } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_LERP: gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3); checkGLcall("GL_TEXTURE_ENV, src2_target, src3"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); break; case WINED3D_TOP_ADD_SMOOTH: if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); switch (opr1) { case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break; case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break; case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break; } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1); checkGLcall("GL_TEXTURE_ENV, src1_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); } else Handled = FALSE; break; case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE); checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA); checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1); checkGLcall("GL_TEXTURE_ENV, src1_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); } else Handled = FALSE; break; case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); switch (opr1) { case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break; case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break; } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1); checkGLcall("GL_TEXTURE_ENV, src1_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); } else Handled = FALSE; break; case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1); checkGLcall("GL_TEXTURE_ENV, src1_target, src1"); switch (opr1) { case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break; case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break; } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); } else Handled = FALSE; break; case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); switch (opr1) { case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break; case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break; } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1); checkGLcall("GL_TEXTURE_ENV, src1_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); } else Handled = FALSE; break; case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); switch (opr1) { case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break; case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break; case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break; } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1); checkGLcall("GL_TEXTURE_ENV, src1_target, src1"); switch (opr1) { case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break; case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break; } gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); } else Handled = FALSE; break; case WINED3D_TOP_MULTIPLY_ADD: if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3); checkGLcall("GL_TEXTURE_ENV, src1_target, src3"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3); checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); } else Handled = FALSE; break; case WINED3D_TOP_BUMPENVMAP_LUMINANCE: case WINED3D_TOP_BUMPENVMAP: if (gl_info->supported[NV_TEXTURE_SHADER2]) { /* Technically texture shader support without register combiners is possible, but not expected to occur * on real world cards, so for now a fixme should be enough */ FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n"); } Handled = FALSE; break; default: Handled = FALSE; } if (Handled) { BOOL combineOK = TRUE; if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4]) { DWORD op2; if (isAlpha) op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP]; else op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP]; /* Note: If COMBINE4 in effect can't go back to combine! */ switch (op2) { case WINED3D_TOP_ADD_SMOOTH: case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: case WINED3D_TOP_MULTIPLY_ADD: /* Ignore those implemented in both cases */ switch (op) { case WINED3D_TOP_SELECT_ARG1: case WINED3D_TOP_SELECT_ARG2: combineOK = FALSE; Handled = FALSE; break; default: FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha); return; } } } if (combineOK) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE"); return; } } /* After all the extensions, if still unhandled, report fixme */ FIXME("Unhandled texture operation %s\n", debug_d3dtop(op)); } static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); unsigned int mapped_stage = wined3d_context_gl(context)->tex_unit_map[stage]; BOOL tex_used = context->fixed_function_usage_map & (1u << stage); const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("Setting color op for stage %d\n", stage); /* Using a pixel shader? Don't care for anything here, the shader applying does it */ if (use_ps(state)) return; if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage); if (mapped_stage != WINED3D_UNMAPPED_STAGE) { if (tex_used && mapped_stage >= gl_info->limits.textures) { FIXME("Attempt to enable unsupported stage!\n"); return; } context_active_texture(context, gl_info, mapped_stage); } if (stage >= context->lowest_disabled_stage) { TRACE("Stage disabled\n"); if (mapped_stage != WINED3D_UNMAPPED_STAGE) { /* Disable everything here */ gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); checkGLcall("glDisable(GL_TEXTURE_2D)"); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D); checkGLcall("glDisable(GL_TEXTURE_3D)"); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } } /* All done */ return; } /* The sampler will also activate the correct texture dimensions, so no * need to do it here if the sampler for this stage is dirty. */ if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used) texture_activate_dimensions(state->textures[stage], gl_info); set_tex_op(gl_info, state, FALSE, stage, state->texture_states[stage][WINED3D_TSS_COLOR_OP], state->texture_states[stage][WINED3D_TSS_COLOR_ARG1], state->texture_states[stage][WINED3D_TSS_COLOR_ARG2], state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]); } void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); unsigned int mapped_stage = wined3d_context_gl(context)->tex_unit_map[stage]; BOOL tex_used = context->fixed_function_usage_map & (1u << stage); const struct wined3d_gl_info *gl_info = context->gl_info; DWORD op, arg1, arg2, arg0; TRACE("Setting alpha op for stage %d\n", stage); /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */ if (mapped_stage != WINED3D_UNMAPPED_STAGE) { if (tex_used && mapped_stage >= gl_info->limits.textures) { FIXME("Attempt to enable unsupported stage!\n"); return; } context_active_texture(context, gl_info, mapped_stage); } op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP]; arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1]; arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2]; arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0]; if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0]) { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[0]); GLenum texture_dimensions = texture_gl->target; if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB) { if (texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture_gl->t.resource.format->alpha_size) { /* Color keying needs to pass alpha values from the texture through to have the alpha test work * properly. On the other hand applications can still use texture combiners apparently. This code * takes care that apps cannot remove the texture's alpha channel entirely. * * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures * and alpha component of diffuse color to draw things like translucent text and perform other * blending effects. * * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture * alpha. * * What to do with multitexturing? So far no app has been found that uses color keying with * multitexturing */ if (op == WINED3D_TOP_DISABLE) { arg1 = WINED3DTA_TEXTURE; op = WINED3D_TOP_SELECT_ARG1; } else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE) { if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]) { arg2 = WINED3DTA_TEXTURE; op = WINED3D_TOP_MODULATE; } else arg1 = WINED3DTA_TEXTURE; } else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE) { if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]) { arg1 = WINED3DTA_TEXTURE; op = WINED3D_TOP_MODULATE; } else arg2 = WINED3DTA_TEXTURE; } } } } /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to * this if block here, and the other code(color keying, texture unit selection) are the same */ TRACE("Setting alpha op for stage %d\n", stage); if (gl_info->supported[NV_REGISTER_COMBINERS]) { set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0, mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]); } else { set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0); } } static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); unsigned int mapped_stage = wined3d_context_gl(context)->tex_unit_map[tex]; const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_matrix mat; /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */ if (use_vs(state) || isStateDirty(context, STATE_VDECL)) { TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n"); return; } if (mapped_stage == WINED3D_UNMAPPED_STAGE) return; if (mapped_stage >= gl_info->limits.textures) return; context_active_texture(context, gl_info, mapped_stage); gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE); checkGLcall("glMatrixMode(GL_TEXTURE)"); get_texture_matrix(context, state, mapped_stage, &mat); gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11); checkGLcall("glLoadMatrixf"); } static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); struct wined3d_context_gl *context_gl = wined3d_context_gl(context); unsigned int mapped_stage = context_gl->tex_unit_map[stage]; const struct wined3d_gl_info *gl_info = context->gl_info; static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f }; static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f }; static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f }; static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f }; if (mapped_stage == WINED3D_UNMAPPED_STAGE) { TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage); return; } if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FRAGMENT_SAMPLERS)) { WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage); return; } context_active_texture(context, gl_info, mapped_stage); /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive * * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode. * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 ); * means use the vertex position (camera-space) as the input texture coordinates * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up * to the TEXCOORDINDEX value */ switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000) { case WINED3DTSS_TCI_PASSTHRU: /* Use the specified texture coordinates contained within the * vertex format. This value resolves to zero. */ gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q); checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen."); break; case WINED3DTSS_TCI_CAMERASPACEPOSITION: /* CameraSpacePosition means use the vertex position, transformed to camera space, * as the input texture coordinates for this stage's texture transformation. This * equates roughly to EYE_LINEAR */ gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); gl_info->gl_ops.gl.p_glPushMatrix(); gl_info->gl_ops.gl.p_glLoadIdentity(); gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane); gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane); gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane); gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane); gl_info->gl_ops.gl.p_glPopMatrix(); checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane."); gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode."); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R); checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen."); break; case WINED3DTSS_TCI_CAMERASPACENORMAL: /* Note that NV_TEXGEN_REFLECTION support is implied when * ARB_TEXTURE_CUBE_MAP is supported */ if (!gl_info->supported[NV_TEXGEN_REFLECTION]) { FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n"); break; } gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); gl_info->gl_ops.gl.p_glPushMatrix(); gl_info->gl_ops.gl.p_glLoadIdentity(); gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane); gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane); gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane); gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane); gl_info->gl_ops.gl.p_glPopMatrix(); checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane."); gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV); gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV); gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV); checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode."); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R); checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen."); break; case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR: /* Note that NV_TEXGEN_REFLECTION support is implied when * ARB_TEXTURE_CUBE_MAP is supported */ if (!gl_info->supported[NV_TEXGEN_REFLECTION]) { FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n"); break; } gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); gl_info->gl_ops.gl.p_glPushMatrix(); gl_info->gl_ops.gl.p_glLoadIdentity(); gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane); gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane); gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane); gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane); gl_info->gl_ops.gl.p_glPopMatrix(); checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane."); gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV); gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV); gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV); checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode."); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R); checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen."); break; case WINED3DTSS_TCI_SPHEREMAP: gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode."); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S); gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R); checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen."); break; default: FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n", state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R); gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q); checkGLcall("Disable texgen."); break; } /* Update the texture matrix. */ if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage))) transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS)); if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) { /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration * and do all the things linked to it * TODO: Tidy that up to reload only the arrays of the changed unit */ GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0; context_unload_tex_coords(context); wined3d_context_gl_load_tex_coords(context_gl, &context->stream_info, &curVBO, state); } } static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const DWORD sampler = state_id - STATE_SAMPLER(0); const struct wined3d_texture *texture = state->textures[sampler]; TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); if (!texture) return; /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the * scaling is reapplied or removed, the texture matrix has to be reapplied. */ if (sampler < WINED3D_MAX_TEXTURES) { const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT); if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler))) { if (tex_is_pow2) context->lastWasPow2Texture |= 1u << sampler; else context->lastWasPow2Texture &= ~(1u << sampler); transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS)); } } } static enum wined3d_texture_address wined3d_texture_gl_address_mode(const struct wined3d_texture_gl *texture_gl, enum wined3d_texture_address t) { if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE) { FIXME("Unrecognized or unsupported texture address mode %#x.\n", t); return WINED3D_TADDRESS_WRAP; } /* Cubemaps are always set to clamp, regardless of the sampler state. */ if (texture_gl->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2) && t == WINED3D_TADDRESS_WRAP)) return WINED3D_TADDRESS_CLAMP; return t; } static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc, const struct wined3d_context *context, const DWORD *sampler_states, const struct wined3d_texture_gl *texture_gl) { union { float f; DWORD d; } lod_bias; desc->address_u = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_U]); desc->address_v = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_V]); desc->address_w = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_W]); wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color, sampler_states[WINED3D_SAMP_BORDER_COLOR]); if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC) FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n", sampler_states[WINED3D_SAMP_MAG_FILTER]); desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR); if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC) FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n", sampler_states[WINED3D_SAMP_MIN_FILTER]); desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR); if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC) FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n", sampler_states[WINED3D_SAMP_MIP_FILTER]); desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR); lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS]; desc->lod_bias = lod_bias.f; desc->min_lod = -1000.0f; desc->max_lod = 1000.0f; desc->mip_base_level = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL]; desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY]; if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC) || (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)) desc->max_anisotropy = 1; desc->compare = texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_SHADOW; desc->comparison_func = WINED3D_CMP_LESSEQUAL; desc->srgb_decode = is_srgb_enabled(sampler_states); if (!(texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FILTERING)) { desc->mag_filter = WINED3D_TEXF_POINT; desc->min_filter = WINED3D_TEXF_POINT; desc->mip_filter = WINED3D_TEXF_NONE; } if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2) { desc->mip_filter = WINED3D_TEXF_NONE; if (context->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]) desc->min_filter = WINED3D_TEXF_POINT; } } /* Enabling and disabling texture dimensions is done by texture stage state / * pixel shader setup, this function only has to bind textures and set the per * texture states. */ static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); unsigned int sampler_idx = state_id - STATE_SAMPLER(0); unsigned int mapped_stage = context_gl->tex_unit_map[sampler_idx]; const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("Sampler %u.\n", sampler_idx); if (mapped_stage == WINED3D_UNMAPPED_STAGE) { TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx); return; } if (mapped_stage >= gl_info->limits.graphics_samplers) return; context_active_texture(context, gl_info, mapped_stage); if (state->textures[sampler_idx]) { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[sampler_idx]); const DWORD *sampler_states = state->sampler_states[sampler_idx]; struct wined3d_device *device = context->device; BOOL srgb = is_srgb_enabled(sampler_states); struct wined3d_sampler_desc desc; struct wined3d_sampler *sampler; struct wine_rb_entry *entry; wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture_gl); wined3d_texture_gl_bind(texture_gl, context, srgb); if ((entry = wine_rb_get(&device->samplers, &desc))) { sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry); } else { if (FAILED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler))) { ERR("Failed to create sampler.\n"); return; } if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1) { ERR("Failed to insert sampler.\n"); wined3d_sampler_decref(sampler); return; } } wined3d_sampler_bind(sampler, mapped_stage, texture_gl, context); /* Trigger shader constant reloading (for NP2 texcoord fixup) */ if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP; } else { wined3d_context_gl_bind_texture(context_gl, GL_NONE, 0); if (gl_info->supported[ARB_SAMPLER_OBJECTS]) { GL_EXTCALL(glBindSampler(mapped_stage, 0)); checkGLcall("glBindSampler"); } } } void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { unsigned int i; if (use_ps(state)) { if (!context->last_was_pshader) { /* Former draw without a pixel shader, some samplers may be * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE * make sure to enable them. */ for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i) { if (!isStateDirty(context, STATE_SAMPLER(i))) sampler(context, state, STATE_SAMPLER(i)); } context->last_was_pshader = TRUE; } else { /* Otherwise all samplers were activated by the code above in * earlier draws, or by sampler() if a different texture was * bound. I don't have to do anything. */ } } else { /* Disabled the pixel shader - color ops weren't applied while it was * enabled, so re-apply them. */ for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i) { if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP))) context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)); } context->last_was_pshader = FALSE; } context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; } static void state_compute_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE; } static void state_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { enum wined3d_shader_type shader_type = state_id - STATE_SHADER(0); context->shader_update_mask |= 1u << shader_type; } static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV; } static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_matrix mat; /* This function is called by transform_view below if the view matrix was changed too * * Deliberately no check if the vertex declaration is dirty because the vdecl state * does not always update the world matrix, only on a switch between transformed * and untransformed draws. It *may* happen that the world matrix is set 2 times during one * draw, but that should be rather rare and cheaper in total. */ gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); checkGLcall("glMatrixMode"); get_modelview_matrix(context, state, 0, &mat); gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat); checkGLcall("glLoadMatrixf"); } void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; UINT index = state_id - STATE_CLIPPLANE(0); GLdouble plane[4]; if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances) return; gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); gl_info->gl_ops.gl.p_glPushMatrix(); /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */ if (!use_vs(state)) gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11); else /* With vertex shaders, clip planes are not transformed in Direct3D, * while in OpenGL they are still transformed by the model view matrix. */ gl_info->gl_ops.gl.p_glLoadIdentity(); plane[0] = state->clip_planes[index].x; plane[1] = state->clip_planes[index].y; plane[2] = state->clip_planes[index].z; plane[3] = state->clip_planes[index].w; TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n", plane[0], plane[1], plane[2], plane[3]); gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane); checkGLcall("glClipPlane"); gl_info->gl_ops.gl.p_glPopMatrix(); } static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { unsigned int matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)); WARN("Unsupported world matrix %u set.\n", matrix); } static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND]; static unsigned int once; if (f == WINED3D_VBF_DISABLE) return; if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f); else WARN("Vertex blend flags %#x not supported.\n", f); } static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_light_info *light = NULL; unsigned int k; /* If we are changing the View matrix, reset the light and clipping planes to the new view * NOTE: We have to reset the positions even if the light/plane is not currently * enabled, since the call to enable it will not reset the position. * NOTE2: Apparently texture transforms do NOT need reapplying */ gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); checkGLcall("glMatrixMode(GL_MODELVIEW)"); gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11); checkGLcall("glLoadMatrixf(...)"); /* Reset lights. TODO: Call light apply func */ for (k = 0; k < gl_info->limits.lights; ++k) { if (!(light = state->light_state.lights[k])) continue; if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL) gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x); else gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x); checkGLcall("glLightfv posn"); gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x); checkGLcall("glLightfv dirn"); } /* Reset Clipping Planes */ for (k = 0; k < gl_info->limits.user_clip_distances; ++k) { if (!isStateDirty(context, STATE_CLIPPLANE(k))) clipplane(context, state, STATE_CLIPPLANE(k)); } if (context->last_was_rhw) { gl_info->gl_ops.gl.p_glLoadIdentity(); checkGLcall("glLoadIdentity()"); /* No need to update the world matrix, the identity is fine */ return; } /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix * No need to do it here if the state is scheduled for update. */ if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))) transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))); } static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_matrix projection; gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION); checkGLcall("glMatrixMode(GL_PROJECTION)"); get_projection_matrix(context, state, &projection); gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11); checkGLcall("glLoadMatrixf"); } static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (isStateDirty(context, STATE_VDECL)) return; context_update_stream_sources(context, state); } static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (isStateDirty(context, STATE_STREAMSRC)) return; context_update_stream_sources(context, state); } static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; BOOL useVertexShaderFunction = use_vs(state); BOOL updateFog = FALSE; BOOL transformed; BOOL wasrhw = context->last_was_rhw; unsigned int i; transformed = context->stream_info.position_transformed; if (transformed != context->last_was_rhw && !useVertexShaderFunction) updateFog = TRUE; context->last_was_rhw = transformed; if (context->stream_info.swizzle_map != context->last_swizzle_map) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; context->last_swizzle_map = context->stream_info.swizzle_map; /* Don't have to apply the matrices when vertex shaders are used. When * vshaders are turned off this function will be called again anyway to * make sure they're properly set. */ if (!useVertexShaderFunction) { /* TODO: Move this mainly to the viewport state and only apply when * the vp has changed or transformed / untransformed was switched. */ if (wasrhw != context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)) && !isStateDirty(context, STATE_VIEWPORT)) transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); /* World matrix needs reapplication here only if we're switching between rhw and non-rhw * mode. * * If a vertex shader is used, the world matrix changed and then vertex shader unbound * this check will fail and the matrix not applied again. This is OK because a simple * world matrix change reapplies the matrix - These checks here are only to satisfy the * needs of the vertex declaration. * * World and view matrix go into the same gl matrix, so only apply them when neither is * dirty */ if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))) && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW))) transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))); if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX))) context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX)); if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING))) state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING)); if (context->last_was_vshader) { updateFog = TRUE; if (!context->d3d_info->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE))) { state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)); } for (i = 0; i < gl_info->limits.user_clip_distances; ++i) { clipplane(context, state, STATE_CLIPPLANE(i)); } } if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS))) state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)); } else { if (!context->last_was_vshader) { static BOOL warned = FALSE; if (!context->d3d_info->vs_clipping) { /* Disable all clip planes to get defined results on all drivers. See comment in the * state_clipping state handler */ context_enable_clip_distances(context, 0); if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE]) { FIXME("Clipping not supported with vertex shaders.\n"); warned = TRUE; } } if (wasrhw) { /* Apply the transform matrices when switching from rhw * drawing to vertex shaders. Vertex shaders themselves do * not need it, but the matrices are not reapplied * automatically when switching back from vertex shaders to * fixed function processing. So make sure we leave the fixed * function vertex processing states back in a sane state * before switching to shaders. */ if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))) transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))) transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))); } updateFog = TRUE; /* Vertex shader clipping ignores the view matrix. Update all clipplanes * (Note: ARB shaders can read the clip planes for clipping emulation even if * device->vs_clipping is false. */ for (i = 0; i < gl_info->limits.user_clip_distances; ++i) { clipplane(context, state, STATE_CLIPPLANE(i)); } } } context->last_was_vshader = useVertexShaderFunction; context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; if (updateFog) context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE)); if (!useVertexShaderFunction) { unsigned int i; for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i))) transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS)); } if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; } } static void get_viewports(struct wined3d_context *context, const struct wined3d_state *state, unsigned int viewport_count, struct wined3d_viewport *viewports) { const struct wined3d_rendertarget_view *depth_stencil = state->fb->depth_stencil; const struct wined3d_rendertarget_view *target = state->fb->render_targets[0]; unsigned int width, height, i; for (i = 0; i < viewport_count; ++i) viewports[i] = state->viewports[i]; /* Note: GL uses a lower left origin while DirectX uses upper left. This * is reversed when using offscreen rendering. */ if (context->render_offscreen) return; if (target) { wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height); } else if (depth_stencil) { height = depth_stencil->height; } else { FIXME("Could not get the height of render targets.\n"); return; } for (i = 0; i < viewport_count; ++i) viewports[i].y = height - (viewports[i].y + viewports[i].height); } static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS]; if (gl_info->supported[ARB_VIEWPORT_ARRAY]) { GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS]; GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS]; unsigned int i, reset_count = 0; get_viewports(context, state, state->viewport_count, vp); for (i = 0; i < state->viewport_count; ++i) { depth_ranges[i * 2] = vp[i].min_z; depth_ranges[i * 2 + 1] = vp[i].max_z; viewports[i * 4] = vp[i].x; viewports[i * 4 + 1] = vp[i].y; viewports[i * 4 + 2] = vp[i].width; viewports[i * 4 + 3] = vp[i].height; } if (context->viewport_count > state->viewport_count) reset_count = context->viewport_count - state->viewport_count; if (reset_count) { memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges)); memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports)); } GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges)); GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports)); context->viewport_count = state->viewport_count; } else { get_viewports(context, state, 1, vp); gl_info->gl_ops.gl.p_glDepthRange(vp[0].min_z, vp[0].max_z); gl_info->gl_ops.gl.p_glViewport(vp[0].x, vp[0].y, vp[0].width, vp[0].height); } checkGLcall("setting clip space and viewport"); } static void viewport_miscpart_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { /* See get_projection_matrix() in utils.c for a discussion about those values. */ float pixel_center_offset = context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER ? 63.0f / 128.0f : -1.0f / 128.0f; const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS]; GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS]; GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS]; unsigned int i, reset_count = 0; get_viewports(context, state, state->viewport_count, vp); GL_EXTCALL(glClipControl(context->render_offscreen ? GL_UPPER_LEFT : GL_LOWER_LEFT, GL_ZERO_TO_ONE)); for (i = 0; i < state->viewport_count; ++i) { depth_ranges[i * 2] = vp[i].min_z; depth_ranges[i * 2 + 1] = vp[i].max_z; viewports[i * 4] = vp[i].x + pixel_center_offset; viewports[i * 4 + 1] = vp[i].y + pixel_center_offset; viewports[i * 4 + 2] = vp[i].width; viewports[i * 4 + 3] = vp[i].height; } if (context->viewport_count > state->viewport_count) reset_count = context->viewport_count - state->viewport_count; if (reset_count) { memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges)); memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports)); } GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges)); GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports)); context->viewport_count = state->viewport_count; checkGLcall("setting clip space and viewport"); } static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))) transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)) && state->render_states[WINED3D_RS_POINTSCALEENABLE]) state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)); /* Update the position fixup. */ context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP; } static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; UINT Index = state_id - STATE_ACTIVELIGHT(0); const struct wined3d_light_info *lightInfo = state->light_state.lights[Index]; if (!lightInfo) { gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index); checkGLcall("glDisable(GL_LIGHT0 + Index)"); } else { float quad_att; /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/ gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); gl_info->gl_ops.gl.p_glPushMatrix(); gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11); gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, &lightInfo->OriginalParms.diffuse.r); gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, &lightInfo->OriginalParms.specular.r); gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, &lightInfo->OriginalParms.ambient.r); checkGLcall("glLightfv"); if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN) quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range); else quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */ /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk, * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets * Attenuation0 to NaN and crashes in the gl lib */ switch (lightInfo->OriginalParms.type) { case WINED3D_LIGHT_POINT: /* Position */ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x); checkGLcall("glLightfv"); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff); checkGLcall("glLightf"); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.attenuation0); checkGLcall("glLightf"); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.attenuation1); checkGLcall("glLightf"); if (quad_att < lightInfo->OriginalParms.attenuation2) quad_att = lightInfo->OriginalParms.attenuation2; gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att); checkGLcall("glLightf"); /* FIXME: Range */ break; case WINED3D_LIGHT_SPOT: /* Position */ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x); checkGLcall("glLightfv"); /* Direction */ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x); checkGLcall("glLightfv"); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent); checkGLcall("glLightf"); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff); checkGLcall("glLightf"); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.attenuation0); checkGLcall("glLightf"); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.attenuation1); checkGLcall("glLightf"); if (quad_att < lightInfo->OriginalParms.attenuation2) quad_att = lightInfo->OriginalParms.attenuation2; gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att); checkGLcall("glLightf"); /* FIXME: Range */ break; case WINED3D_LIGHT_DIRECTIONAL: /* Direction */ /* Note GL uses w position of 0 for direction! */ gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x); checkGLcall("glLightfv"); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff); checkGLcall("glLightf"); gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f); checkGLcall("glLightf"); break; default: FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type); } /* Restore the modelview matrix */ gl_info->gl_ops.gl.p_glPopMatrix(); gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index); checkGLcall("glEnable(GL_LIGHT0 + Index)"); } } static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int height = 0; const RECT *r; /* Warning: glScissor uses window coordinates, not viewport coordinates, * so our viewport correction does not apply. Warning2: Even in windowed * mode the coords are relative to the window, not the screen. */ if (!context->render_offscreen) { const struct wined3d_rendertarget_view *target = state->fb->render_targets[0]; unsigned int width; wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height); } if (gl_info->supported[ARB_VIEWPORT_ARRAY]) { GLint sr[4 * WINED3D_MAX_VIEWPORTS]; unsigned int i, reset_count = 0; for (i = 0; i < state->scissor_rect_count; ++i) { r = &state->scissor_rects[i]; sr[i * 4] = r->left; sr[i * 4 + 1] = height ? height - r->top : r->top; sr[i * 4 + 2] = r->right - r->left; sr[i * 4 + 3] = r->bottom - r->top; } if (context->scissor_rect_count > state->scissor_rect_count) reset_count = context->scissor_rect_count - state->scissor_rect_count; if (reset_count) memset(&sr[state->scissor_rect_count * 4], 0, reset_count * 4 * sizeof(GLint)); GL_EXTCALL(glScissorArrayv(0, state->scissor_rect_count + reset_count, sr)); checkGLcall("glScissorArrayv"); context->scissor_rect_count = state->scissor_rect_count; } else { r = &state->scissor_rects[0]; gl_info->gl_ops.gl.p_glScissor(r->left, height ? height - r->top : r->top, r->right - r->left, r->bottom - r->top); checkGLcall("glScissor"); } } static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_stream_info *stream_info = &context->stream_info; const struct wined3d_gl_info *gl_info = context->gl_info; if (!state->index_buffer || !stream_info->all_vbo) { GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)); } else { struct wined3d_buffer_gl *ib = wined3d_buffer_gl(state->index_buffer); GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object)); } } static void depth_clip(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info) { if (!gl_info->supported[ARB_DEPTH_CLAMP]) { if (r && !r->desc.depth_clip) FIXME("Depth clamp not supported by this GL implementation.\n"); return; } if (r && !r->desc.depth_clip) gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP); else gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP); checkGLcall("depth clip"); } static void rasterizer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; GLenum mode; mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW; if (context->render_offscreen) mode = (mode == GL_CW) ? GL_CCW : GL_CW; gl_info->gl_ops.gl.p_glFrontFace(mode); checkGLcall("glFrontFace"); if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_DEPTHBIAS))) state_depthbias(context, state, STATE_RENDER(WINED3D_RS_DEPTHBIAS)); depth_clip(state->rasterizer_state, gl_info); } static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; GLenum mode; mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW; gl_info->gl_ops.gl.p_glFrontFace(mode); checkGLcall("glFrontFace"); if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_DEPTHBIAS))) state_depthbias(context, state, STATE_RENDER(WINED3D_RS_DEPTHBIAS)); depth_clip(state->rasterizer_state, gl_info); } static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { static BOOL warned; if (!warned) { WARN("Point sprite coordinate origin switching not supported.\n"); warned = TRUE; } } static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT; GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin)); checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)"); } void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); if (needs_srgb_write(context, state, state->fb)) gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB); else gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB); } static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; enum wined3d_shader_type shader_type; struct wined3d_buffer *buffer; unsigned int i, base, count; TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id)) shader_type = state_id - STATE_GRAPHICS_CONSTANT_BUFFER(0); else shader_type = WINED3D_SHADER_TYPE_COMPUTE; wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count); for (i = 0; i < count; ++i) { buffer = state->cb[shader_type][i]; GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? wined3d_buffer_gl(buffer)->buffer_object : 0)); } checkGLcall("bind constant buffers"); } static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id)); } static void state_shader_resource_binding(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); context->update_shader_resource_bindings = 1; } static void state_cs_resource_binding(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); context->update_compute_shader_resource_bindings = 1; } static void state_uav_binding(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); context->update_unordered_access_view_bindings = 1; } static void state_cs_uav_binding(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); context->update_compute_unordered_access_view_bindings = 1; } static void state_uav_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { WARN("ARB_image_load_store is not supported by OpenGL implementation.\n"); } static void state_so(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_buffer *buffer; unsigned int offset, size, i; TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); context_end_transform_feedback(context); for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i) { if (!(buffer = state->stream_output[i].buffer)) { GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, i, 0)); continue; } offset = state->stream_output[i].offset; if (offset == ~0u) { FIXME("Appending to stream output buffers not implemented.\n"); offset = 0; } size = buffer->resource.size - offset; GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i, wined3d_buffer_gl(buffer)->buffer_object, offset, size)); } checkGLcall("bind transform feedback buffers"); } static void state_so_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { WARN("Transform feedback not supported.\n"); } const struct wined3d_state_entry_template misc_state_template[] = { { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT }, { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE }, { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT }, { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb_warn, }, WINED3D_GL_EXT_NONE }, { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT }, { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb_warn, }, WINED3D_GL_EXT_NONE }, { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT }, { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE }, { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT }, { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE }, { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT }, { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE }, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE }, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE }, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE }, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, state_cs_resource_binding}, WINED3D_GL_EXT_NONE }, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_cs_uav_binding}, ARB_SHADER_IMAGE_LOAD_STORE }, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE }, { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so, }, WINED3D_GL_VERSION_3_2 }, { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so_warn, }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), state_line_antialias}, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), state_line_antialias}, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_BLEND, { STATE_BLEND, state_blend_object }, WINED3D_GL_EXT_NONE }, { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor }, EXT_BLEND_COLOR }, { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor_w}, WINED3D_GL_EXT_NONE }, { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE }, { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE }, { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL }, { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer }, WINED3D_GL_EXT_NONE }, { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE }, { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL }, { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 }, { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE }, /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and * vshader loadings are untied from each other */ { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL }, { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE }, { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT }, { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT }, { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwriteenable }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s_ext}, EXT_STENCIL_TWO_SIDE }, { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST }, { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE }, { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 }, { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, WINED3D_GL_BLEND_EQUATION }, { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 }, { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 }, { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 }, { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE }, /* Samplers */ { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE }, { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX }, { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE }, { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE }, { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE }, { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), state_shader }, WINED3D_GL_EXT_NONE }, { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), state_shader }, WINED3D_GL_EXT_NONE }, { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE }, { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, }; static const struct wined3d_state_entry_template vp_ffp_states[] = { { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE }, { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE }, { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE }, /* Clip planes */ { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE }, { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE }, { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE }, { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE }, { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE }, { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE }, { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE }, { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE }, /* Lights */ { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE }, { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE }, { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE }, { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE }, { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE }, { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE }, { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE }, { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE }, { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE }, /* Viewport */ { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE }, /* Transform states follow */ { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { 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STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, /* Fog */ { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS }, { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS }, { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE }, { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS }, { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS }, { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE }, /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported, * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states. * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix */ { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT }, { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT }, { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT }, { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT }, { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT }, { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT }, { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT }, { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT }, { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE }, { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, }; static const struct wined3d_state_entry_template ffp_fragmentstate_template[] = { { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE }, { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, }; /* Context activation is done by the caller. */ static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {} static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) { return shader_priv; } static void ffp_free(struct wined3d_device *device, struct wined3d_context *context) {} static void vp_ffp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; caps->xyzrhw = FALSE; caps->ffp_generic_attributes = FALSE; caps->max_active_lights = gl_info->limits.lights; caps->max_vertex_blend_matrices = 1; caps->max_vertex_blend_matrix_index = 0; caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS | WINED3DVTXPCAPS_MATERIALSOURCE7 | WINED3DVTXPCAPS_POSITIONALLIGHTS | WINED3DVTXPCAPS_LOCALVIEWER | WINED3DVTXPCAPS_VERTEXFOG | WINED3DVTXPCAPS_TEXGEN | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP; caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */ caps->max_user_clip_planes = gl_info->limits.user_clip_distances; caps->raster_caps = 0; if (gl_info->supported[NV_FOG_DISTANCE]) caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE; } static DWORD vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info) { return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD; } const struct wined3d_vertex_pipe_ops ffp_vertex_pipe = { ffp_enable, vp_ffp_get_caps, vp_ffp_get_emul_mask, ffp_alloc, ffp_free, vp_ffp_states, }; static void ffp_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; caps->wined3d_caps = 0; caps->PrimitiveMiscCaps = 0; caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD | WINED3DTEXOPCAPS_ADDSIGNED | WINED3DTEXOPCAPS_ADDSIGNED2X | WINED3DTEXOPCAPS_MODULATE | WINED3DTEXOPCAPS_MODULATE2X | WINED3DTEXOPCAPS_MODULATE4X | WINED3DTEXOPCAPS_SELECTARG1 | WINED3DTEXOPCAPS_SELECTARG2 | WINED3DTEXOPCAPS_DISABLE; if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE] || gl_info->supported[EXT_TEXTURE_ENV_COMBINE] || gl_info->supported[NV_TEXTURE_ENV_COMBINE4]) { caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | WINED3DTEXOPCAPS_BLENDFACTORALPHA | WINED3DTEXOPCAPS_BLENDCURRENTALPHA | WINED3DTEXOPCAPS_LERP | WINED3DTEXOPCAPS_SUBTRACT; } if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] || gl_info->supported[NV_TEXTURE_ENV_COMBINE4]) { caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH | WINED3DTEXOPCAPS_MULTIPLYADD | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM; } if (gl_info->supported[ARB_TEXTURE_ENV_DOT3]) caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3; caps->MaxTextureBlendStages = gl_info->limits.textures; caps->MaxSimultaneousTextures = gl_info->limits.textures; } static DWORD ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info) { return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD; } static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup) { /* We only support identity conversions. */ return is_identity_fixup(fixup); } static BOOL ffp_none_context_alloc(struct wined3d_context *context) { return TRUE; } static void ffp_none_context_free(struct wined3d_context *context) { } const struct fragment_pipeline ffp_fragment_pipeline = { ffp_enable, ffp_fragment_get_caps, ffp_fragment_get_emul_mask, ffp_alloc, ffp_free, ffp_none_context_alloc, ffp_none_context_free, ffp_color_fixup_supported, ffp_fragmentstate_template, }; static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {} static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) { return shader_priv; } static void none_free(struct wined3d_device *device, struct wined3d_context *context) {} static void vp_none_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps) { memset(caps, 0, sizeof(*caps)); } static DWORD vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info) { return 0; } const struct wined3d_vertex_pipe_ops none_vertex_pipe = { none_enable, vp_none_get_caps, vp_none_get_emul_mask, none_alloc, none_free, NULL, }; static void fp_none_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps) { memset(caps, 0, sizeof(*caps)); } static DWORD fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info) { return 0; } static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup) { return is_identity_fixup(fixup); } const struct fragment_pipeline none_fragment_pipe = { none_enable, fp_none_get_caps, fp_none_get_emul_mask, none_alloc, none_free, ffp_none_context_alloc, ffp_none_context_free, fp_none_color_fixup_supported, NULL, }; static unsigned int num_handlers(const APPLYSTATEFUNC *funcs) { unsigned int i; for(i = 0; funcs[i]; i++); return i; } static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->device->multistate_funcs[state_id][0](context, state, state_id); context->device->multistate_funcs[state_id][1](context, state, state_id); } static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->device->multistate_funcs[state_id][0](context, state, state_id); context->device->multistate_funcs[state_id][1](context, state, state_id); context->device->multistate_funcs[state_id][2](context, state, state_id); } static void prune_invalid_states(struct wined3d_state_entry *state_table, const struct wined3d_d3d_info *d3d_info) { unsigned int start, last, i; start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0); last = STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE); for (i = start; i <= last; ++i) { state_table[i].representative = 0; state_table[i].apply = state_undefined; } start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages); last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_TEXTURES - 1); for (i = start; i <= last; ++i) { state_table[i].representative = 0; state_table[i].apply = state_undefined; } start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices)); last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)); for (i = start; i <= last; ++i) { state_table[i].representative = 0; state_table[i].apply = state_undefined; } } static void validate_state_table(struct wined3d_state_entry *state_table) { static const struct { DWORD first; DWORD last; } rs_holes[] = { { 1, 1}, { 3, 3}, { 17, 18}, { 21, 21}, { 42, 45}, { 47, 47}, { 61, 127}, {149, 150}, {169, 169}, {177, 177}, {193, 193}, {196, 197}, { 0, 0}, }; static const DWORD simple_states[] = { STATE_MATERIAL, STATE_VDECL, STATE_STREAMSRC, STATE_INDEXBUFFER, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), STATE_SHADER(WINED3D_SHADER_TYPE_HULL), STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY), STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), STATE_COMPUTE_SHADER_RESOURCE_BINDING, STATE_GRAPHICS_SHADER_RESOURCE_BINDING, STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, STATE_VIEWPORT, STATE_LIGHT_TYPE, STATE_SCISSORRECT, STATE_RASTERIZER, STATE_POINTSPRITECOORDORIGIN, STATE_BASEVERTEXINDEX, STATE_FRAMEBUFFER, STATE_POINT_ENABLE, STATE_COLOR_KEY, STATE_BLEND, STATE_BLEND_FACTOR, }; unsigned int i, current; for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i) { if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first)) { if (!state_table[i].representative) ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i); } else if (state_table[i].representative) ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i); if (i == STATE_RENDER(rs_holes[current].last)) ++current; } for (i = 0; i < ARRAY_SIZE(simple_states); ++i) { if (!state_table[simple_states[i]].representative) ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(simple_states[i]), simple_states[i]); } for (i = 0; i < STATE_HIGHEST + 1; ++i) { DWORD rep = state_table[i].representative; if (rep) { if (state_table[rep].representative != rep) { ERR("State %s (%#x) has invalid representative %s (%#x).\n", debug_d3dstate(i), i, debug_d3dstate(rep), rep); state_table[i].representative = 0; } if (rep != i) { if (state_table[i].apply) ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i); } else if (!state_table[i].apply) { ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i); } } } } HRESULT compile_state_table(struct wined3d_state_entry *state_table, APPLYSTATEFUNC **dev_multistate_funcs, const struct wined3d_d3d_info *d3d_info, const BOOL *supported_extensions, const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment, const struct wined3d_state_entry_template *misc) { APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3]; const struct wined3d_state_entry_template *cur; unsigned int i, type, handlers; BOOL set[STATE_HIGHEST + 1]; memset(multistate_funcs, 0, sizeof(multistate_funcs)); for (i = 0; i < STATE_HIGHEST + 1; ++i) { state_table[i].representative = 0; state_table[i].apply = state_undefined; } for (type = 0; type < 3; ++type) { /* This switch decides the order in which the states are applied */ switch (type) { case 0: cur = misc; break; case 1: cur = fragment->states; break; case 2: cur = vertex->vp_states; break; default: cur = NULL; /* Stupid compiler */ } if (!cur) continue; /* GL extension filtering should not prevent multiple handlers being applied from different * pipeline parts */ memset(set, 0, sizeof(set)); for (i = 0; cur[i].state; ++i) { APPLYSTATEFUNC *funcs_array; /* Only use the first matching state with the available extension from one template. * e.g. * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY}, * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 } * * if GL_XYZ_fancy is supported, ignore the 2nd line */ if (set[cur[i].state]) continue; /* Skip state lines depending on unsupported extensions */ if (!supported_extensions[cur[i].extension]) continue; set[cur[i].state] = TRUE; /* In some cases having an extension means that nothing has to be * done for a state, e.g. if GL_ARB_texture_non_power_of_two is * supported, the texture coordinate fixup can be ignored. If the * apply function is used, mark the state set(done above) to prevent * applying later lines, but do not record anything in the state * table */ if (!cur[i].content.representative) continue; handlers = num_handlers(multistate_funcs[cur[i].state]); multistate_funcs[cur[i].state][handlers] = cur[i].content.apply; switch (handlers) { case 0: state_table[cur[i].state].apply = cur[i].content.apply; break; case 1: state_table[cur[i].state].apply = multistate_apply_2; if (!(dev_multistate_funcs[cur[i].state] = heap_calloc(2, sizeof(**dev_multistate_funcs)))) goto out_of_mem; dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0]; dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1]; break; case 2: state_table[cur[i].state].apply = multistate_apply_3; if (!(funcs_array = heap_realloc(dev_multistate_funcs[cur[i].state], sizeof(**dev_multistate_funcs) * 3))) goto out_of_mem; dev_multistate_funcs[cur[i].state] = funcs_array; dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2]; break; default: ERR("Unexpected amount of state handlers for state %u: %u.\n", cur[i].state, handlers + 1); } if (state_table[cur[i].state].representative && state_table[cur[i].state].representative != cur[i].content.representative) { FIXME("State %s (%#x) has different representatives in different pipeline parts.\n", debug_d3dstate(cur[i].state), cur[i].state); } state_table[cur[i].state].representative = cur[i].content.representative; } } prune_invalid_states(state_table, d3d_info); validate_state_table(state_table); return WINED3D_OK; out_of_mem: for (i = 0; i <= STATE_HIGHEST; ++i) { heap_free(dev_multistate_funcs[i]); } memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1) * sizeof(*dev_multistate_funcs)); return E_OUTOFMEMORY; }