| /* |
| * 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 <stdio.h> |
| #ifdef HAVE_FLOAT_H |
| # include <float.h> |
| #endif |
| |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_shader); |
| |
| /* GL locking for state handlers is done by the caller. */ |
| |
| static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| ERR("Undefined state.\n"); |
| } |
| |
| static 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]; |
| |
| switch (mode) |
| { |
| case WINED3D_FILL_POINT: |
| glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); |
| checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)"); |
| break; |
| case WINED3D_FILL_WIREFRAME: |
| glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
| checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)"); |
| break; |
| case WINED3D_FILL_SOLID: |
| 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) |
| { |
| /* 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->swapchain->device->strided_streams.position_transformed) |
| { |
| glEnable(GL_LIGHTING); |
| checkGLcall("glEnable GL_LIGHTING"); |
| } else { |
| 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]; |
| static UINT once; |
| |
| /* 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: |
| glDisable(GL_DEPTH_TEST); |
| checkGLcall("glDisable GL_DEPTH_TEST"); |
| break; |
| case WINED3D_ZB_TRUE: |
| glEnable(GL_DEPTH_TEST); |
| checkGLcall("glEnable GL_DEPTH_TEST"); |
| break; |
| case WINED3D_ZB_USEW: |
| 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->gl_info->supported[ARB_DEPTH_CLAMP]) |
| { |
| if (!zenable && context->swapchain->device->strided_streams.position_transformed) |
| { |
| glEnable(GL_DEPTH_CLAMP); |
| checkGLcall("glEnable(GL_DEPTH_CLAMP)"); |
| } |
| else |
| { |
| glDisable(GL_DEPTH_CLAMP); |
| checkGLcall("glDisable(GL_DEPTH_CLAMP)"); |
| } |
| } |
| else if (!zenable && !once++) |
| FIXME("Z buffer disabled, but ARB_depth_clamp isn't supported.\n"); |
| } |
| |
| static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| /* 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: |
| glDisable(GL_CULL_FACE); |
| checkGLcall("glDisable GL_CULL_FACE"); |
| break; |
| case WINED3D_CULL_CW: |
| glEnable(GL_CULL_FACE); |
| checkGLcall("glEnable GL_CULL_FACE"); |
| glCullFace(GL_FRONT); |
| checkGLcall("glCullFace(GL_FRONT)"); |
| break; |
| case WINED3D_CULL_CCW: |
| glEnable(GL_CULL_FACE); |
| checkGLcall("glEnable GL_CULL_FACE"); |
| glCullFace(GL_BACK); |
| checkGLcall("glCullFace(GL_BACK)"); |
| break; |
| default: |
| FIXME("Unrecognized cull mode %#x.\n", |
| state->render_states[WINED3D_RS_CULLMODE]); |
| } |
| } |
| |
| static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| switch (state->render_states[WINED3D_RS_SHADEMODE]) |
| { |
| case WINED3D_SHADE_FLAT: |
| glShadeModel(GL_FLAT); |
| checkGLcall("glShadeModel(GL_FLAT)"); |
| break; |
| case WINED3D_SHADE_GOURAUD: |
| glShadeModel(GL_SMOOTH); |
| checkGLcall("glShadeModel(GL_SMOOTH)"); |
| break; |
| case WINED3D_SHADE_PHONG: |
| FIXME("WINED3D_SHADE_PHONG isn't supported.\n"); |
| 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) |
| { |
| if (state->render_states[WINED3D_RS_DITHERENABLE]) |
| { |
| glEnable(GL_DITHER); |
| checkGLcall("glEnable GL_DITHER"); |
| } |
| else |
| { |
| glDisable(GL_DITHER); |
| checkGLcall("glDisable GL_DITHER"); |
| } |
| } |
| |
| static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| if (state->render_states[WINED3D_RS_ZWRITEENABLE]) |
| { |
| glDepthMask(1); |
| checkGLcall("glDepthMask(1)"); |
| } |
| else |
| { |
| glDepthMask(0); |
| checkGLcall("glDepthMask(0)"); |
| } |
| } |
| |
| static GLenum 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: |
| 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 = gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]); |
| |
| if (!depth_func) return; |
| |
| if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL) |
| { |
| static BOOL once; |
| /* There are a few issues with this: First, our inability to |
| * select a proper Z depth, most of the time we're stuck with |
| * D24S8, even if the app selects D32 or D16. There seem to be |
| * some other precision problems which have to be debugged to |
| * make NOTEQUAL and EQUAL work properly. */ |
| if (!once) |
| { |
| once = TRUE; |
| FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n"); |
| } |
| } |
| |
| glDepthFunc(depth_func); |
| checkGLcall("glDepthFunc"); |
| } |
| |
| static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| float col[4]; |
| |
| D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col); |
| TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]); |
| glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col); |
| 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(enum wined3d_blend_op op) |
| { |
| switch (op) |
| { |
| case WINED3D_BLEND_OP_ADD: |
| return GL_FUNC_ADD_EXT; |
| case WINED3D_BLEND_OP_SUBTRACT: |
| return GL_FUNC_SUBTRACT_EXT; |
| case WINED3D_BLEND_OP_REVSUBTRACT: |
| return GL_FUNC_REVERSE_SUBTRACT_EXT; |
| case WINED3D_BLEND_OP_MIN: |
| return GL_MIN_EXT; |
| case WINED3D_BLEND_OP_MAX: |
| return GL_MAX_EXT; |
| default: |
| FIXME("Unhandled blend op %#x.\n", op); |
| return GL_NONE; |
| } |
| } |
| |
| 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: glBlendEquationSeparateEXT\n"); |
| return; |
| } |
| |
| blend_equation = gl_blend_op(state->render_states[WINED3D_RS_BLENDOP]); |
| blend_equation_alpha = gl_blend_op(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(glBlendEquationSeparateEXT(blend_equation, blend_equation_alpha)); |
| checkGLcall("glBlendEquationSeparateEXT"); |
| } |
| else |
| { |
| GL_EXTCALL(glBlendEquationEXT(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_mask ? GL_DST_ALPHA : GL_ONE; |
| case WINED3D_BLEND_INVDESTALPHA: |
| return dst_format->alpha_mask ? 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; |
| default: |
| FIXME("Unhandled blend factor %#x.\n", factor); |
| return GL_NONE; |
| } |
| } |
| |
| static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_surface *target = state->fb->render_targets[0]; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| GLenum srcBlend, dstBlend; |
| enum wined3d_blend d3d_blend; |
| |
| /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific |
| * blending parameters to work. */ |
| if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] |
| || state->render_states[WINED3D_RS_EDGEANTIALIAS] |
| || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE]) |
| { |
| /* 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 |
| && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) |
| { |
| glDisable(GL_BLEND); |
| checkGLcall("glDisable GL_BLEND"); |
| return; |
| } else { |
| glEnable(GL_BLEND); |
| checkGLcall("glEnable GL_BLEND"); |
| } |
| } else { |
| glDisable(GL_BLEND); |
| checkGLcall("glDisable GL_BLEND"); |
| /* Nothing more to do - get out */ |
| return; |
| }; |
| |
| /* 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. */ |
| d3d_blend = state->render_states[WINED3D_RS_SRCBLEND]; |
| if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA) |
| { |
| srcBlend = GL_SRC_ALPHA; |
| dstBlend = GL_ONE_MINUS_SRC_ALPHA; |
| } |
| else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA) |
| { |
| srcBlend = GL_ONE_MINUS_SRC_ALPHA; |
| dstBlend = GL_SRC_ALPHA; |
| } |
| else |
| { |
| srcBlend = gl_blend_factor(d3d_blend, target->resource.format); |
| dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND], |
| target->resource.format); |
| } |
| |
| if (state->render_states[WINED3D_RS_EDGEANTIALIAS] |
| || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE]) |
| { |
| glEnable(GL_LINE_SMOOTH); |
| checkGLcall("glEnable(GL_LINE_SMOOTH)"); |
| if(srcBlend != GL_SRC_ALPHA) { |
| WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param\n"); |
| } |
| if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) { |
| WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param\n"); |
| } |
| } else { |
| glDisable(GL_LINE_SMOOTH); |
| checkGLcall("glDisable(GL_LINE_SMOOTH)"); |
| } |
| |
| /* 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 srcBlendAlpha, dstBlendAlpha; |
| |
| /* 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: glBlendFuncSeparateEXT\n"); |
| return; |
| } |
| |
| /* 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. */ |
| d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA]; |
| if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA) |
| { |
| srcBlendAlpha = GL_SRC_ALPHA; |
| dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; |
| } |
| else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA) |
| { |
| srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; |
| dstBlendAlpha = GL_SRC_ALPHA; |
| } |
| else |
| { |
| srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format); |
| dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA], |
| target->resource.format); |
| } |
| |
| GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha)); |
| checkGLcall("glBlendFuncSeparateEXT"); |
| } else { |
| TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend); |
| glBlendFunc(srcBlend, dstBlend); |
| 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_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n"); |
| } |
| |
| static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| float col[4]; |
| |
| TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]); |
| |
| D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col); |
| GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3])); |
| checkGLcall("glBlendColor"); |
| } |
| |
| static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| 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]) |
| { |
| struct wined3d_surface *surface = surface_from_resource(state->textures[0]->sub_resources[0]); |
| |
| if (surface->CKeyFlags & WINEDDSD_CKSRCBLT) |
| 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)) |
| { |
| glEnable(GL_ALPHA_TEST); |
| checkGLcall("glEnable GL_ALPHA_TEST"); |
| } else { |
| 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 = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f; |
| glParm = gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]); |
| } |
| if(glParm) { |
| glAlphaFunc(glParm, ref); |
| checkGLcall("glAlphaFunc"); |
| } |
| } |
| |
| static void shaderconstant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_device *device = context->swapchain->device; |
| |
| /* Vertex and pixel shader states will call a shader upload, don't do |
| * anything as long one of them has an update pending. */ |
| if (isStateDirty(context, STATE_VDECL) |
| || isStateDirty(context, STATE_PIXELSHADER)) |
| return; |
| |
| device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state)); |
| } |
| |
| static void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD enable = 0xFFFFFFFF; |
| DWORD disable = 0x00000000; |
| |
| if (use_vs(state)) |
| { |
| const struct wined3d_device *device = context->swapchain->device; |
| |
| if (!device->vs_clipping) |
| { |
| /* The spec says that opengl 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]) |
| { |
| static BOOL warned = FALSE; |
| if(!warned) { |
| FIXME("Clipping not supported with vertex shaders\n"); |
| warned = TRUE; |
| } |
| } |
| return; |
| } |
| |
| /* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are |
| * hardcoded into the shader. Update the shader to update the enabled clipplanes */ |
| if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative)) |
| { |
| device->shader_backend->shader_select(context, use_ps(state), TRUE); |
| if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)) |
| shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT); |
| } |
| } |
| |
| /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting |
| * of already set values |
| */ |
| |
| /* If enabling / disabling all |
| * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum? |
| */ |
| if (state->render_states[WINED3D_RS_CLIPPING]) |
| { |
| enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE]; |
| disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE]; |
| } |
| else |
| { |
| disable = 0xffffffff; |
| enable = 0x00; |
| } |
| |
| if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); } |
| if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); } |
| if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); } |
| if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); } |
| if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); } |
| if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); } |
| |
| if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); } |
| if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); } |
| if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); } |
| if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); } |
| if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); } |
| if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); } |
| } |
| |
| 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: |
| * |
| * <variable> <input> <mapping> <usage> |
| * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA |
| * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB |
| * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB |
| * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB |
| * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB |
| * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB |
| * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA |
| * |
| * That's pretty much fine as it is, except for variable B, which needs to take |
| * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on |
| * whether WINED3D_RS_SPECULARENABLE is enabled or not. |
| */ |
| |
| TRACE("Setting specular enable state and materials\n"); |
| if (state->render_states[WINED3D_RS_SPECULARENABLE]) |
| { |
| 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); |
| glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess); |
| } |
| else |
| { |
| glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power); |
| } |
| checkGLcall("glMaterialf(GL_SHININESS)"); |
| |
| if (gl_info->supported[EXT_SECONDARY_COLOR]) |
| { |
| 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: */ |
| glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]); |
| checkGLcall("glMaterialfv"); |
| |
| /* for the case of disabled lighting: */ |
| if (gl_info->supported[EXT_SECONDARY_COLOR]) |
| { |
| 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 {%.8e, %.8e, %.8e, %.8e}\n", |
| state->material.diffuse.r, state->material.diffuse.g, |
| state->material.diffuse.b, state->material.diffuse.a); |
| TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n", |
| state->material.ambient.r, state->material.ambient.g, |
| state->material.ambient.b, state->material.ambient.a); |
| TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n", |
| state->material.specular.r, state->material.specular.g, |
| state->material.specular.b, state->material.specular.a); |
| TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n", |
| state->material.emissive.r, state->material.emissive.g, |
| state->material.emissive.b, state->material.emissive.a); |
| |
| glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient); |
| checkGLcall("glMaterialfv(GL_AMBIENT)"); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse); |
| checkGLcall("glMaterialfv(GL_DIFFUSE)"); |
| 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; |
| unsigned int i; |
| |
| /* Note the texture color applies to all textures whereas |
| * GL_TEXTURE_ENV_COLOR applies to active only. */ |
| float col[4]; |
| D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col); |
| |
| /* And now the default texture color as well */ |
| for (i = 0; i < gl_info->limits.texture_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); |
| |
| glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]); |
| 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; |
| |
| glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT); |
| checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)"); |
| GL_EXTCALL(glActiveStencilFaceEXT(face)); |
| checkGLcall("glActiveStencilFaceEXT(...)"); |
| glStencilFunc(func, ref, mask); |
| checkGLcall("glStencilFunc(...)"); |
| 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_EXT; |
| case WINED3D_STENCIL_OP_DECR: |
| return GL_DECR_WRAP_EXT; |
| default: |
| 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 = FALSE; |
| DWORD twosided_enable = FALSE; |
| GLint func = GL_ALWAYS; |
| GLint func_ccw = GL_ALWAYS; |
| GLint ref = 0; |
| GLuint mask = 0; |
| GLint stencilFail = GL_KEEP; |
| GLint depthFail = GL_KEEP; |
| GLint stencilPass = GL_KEEP; |
| GLint stencilFail_ccw = GL_KEEP; |
| GLint depthFail_ccw = GL_KEEP; |
| GLint stencilPass_ccw = GL_KEEP; |
| |
| /* No stencil test without a stencil buffer. */ |
| if (!state->fb->depth_stencil) |
| { |
| 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 = gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC]))) |
| func = GL_ALWAYS; |
| if (!(func_ccw = gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC]))) |
| func_ccw = GL_ALWAYS; |
| ref = state->render_states[WINED3D_RS_STENCILREF]; |
| mask = state->render_states[WINED3D_RS_STENCILMASK]; |
| 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_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]); |
| depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]); |
| stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_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_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw); |
| |
| if (twosided_enable && onesided_enable) { |
| glEnable(GL_STENCIL_TEST); |
| checkGLcall("glEnable GL_STENCIL_TEST"); |
| |
| 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_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw); |
| 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_ccw, ref, mask)); |
| checkGLcall("glStencilFuncSeparateATI(...)"); |
| GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass)); |
| checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)"); |
| GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw)); |
| checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)"); |
| } else { |
| ERR("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]) |
| { |
| 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 |
| */ |
| glEnable(GL_STENCIL_TEST); |
| checkGLcall("glEnable GL_STENCIL_TEST"); |
| glStencilFunc(func, ref, mask); |
| checkGLcall("glStencilFunc(...)"); |
| glStencilOp(stencilFail, depthFail, stencilPass); |
| checkGLcall("glStencilOp(...)"); |
| } else { |
| glDisable(GL_STENCIL_TEST); |
| checkGLcall("glDisable GL_STENCIL_TEST"); |
| } |
| } |
| |
| static void state_stencilwrite2s(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)"); |
| glStencilMask(mask); |
| checkGLcall("glStencilMask"); |
| GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT)); |
| checkGLcall("glActiveStencilFaceEXT(GL_FRONT)"); |
| 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; |
| |
| 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) |
| { |
| glHint(GL_FOG_HINT, GL_NICEST); |
| if(context->fog_coord) { |
| 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]) |
| { |
| 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 */ |
| 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) { |
| 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) { |
| 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]) |
| { |
| 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]) |
| { |
| 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) |
| { |
| float fogstart, fogend; |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| switch(context->fog_source) { |
| case FOGSOURCE_VS: |
| fogstart = 1.0f; |
| fogend = 0.0f; |
| break; |
| |
| case FOGSOURCE_COORD: |
| fogstart = 255.0f; |
| fogend = 0.0f; |
| break; |
| |
| case FOGSOURCE_FFP: |
| tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART]; |
| fogstart = tmpvalue.f; |
| tmpvalue.d = state->render_states[WINED3D_RS_FOGEND]; |
| fogend = tmpvalue.f; |
| /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/ |
| if(fogstart == fogend) { |
| fogstart = -INFINITY; |
| fogend = 0.0f; |
| } |
| break; |
| |
| default: |
| /* This should not happen.context->fog_source is set in wined3d, not the app. |
| * Still this is needed to make the compiler happy |
| */ |
| ERR("Unexpected fog coordinate source\n"); |
| fogstart = 0.0f; |
| fogend = 0.0f; |
| } |
| |
| glFogf(GL_FOG_START, fogstart); |
| checkGLcall("glFogf(GL_FOG_START, fogstart)"); |
| TRACE("Fog Start == %f\n", fogstart); |
| |
| 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) |
| { |
| enum fogsource new_source; |
| |
| 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 :-) */ |
| 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)) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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) |
| { |
| 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 |
| * color contains a fog factor. Set it in drawStridedSlow. |
| * Same happens with Vertexfog on transformed vertices |
| */ |
| new_source = FOGSOURCE_COORD; |
| 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: |
| glFogi(GL_FOG_MODE, GL_EXP); |
| checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)"); |
| break; |
| |
| case WINED3D_FOG_EXP2: |
| glFogi(GL_FOG_MODE, GL_EXP2); |
| checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)"); |
| break; |
| |
| case WINED3D_FOG_LINEAR: |
| 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]); |
| } |
| } |
| |
| glEnableWINE(GL_FOG); |
| checkGLcall("glEnable GL_FOG"); |
| if (new_source != context->fog_source) |
| { |
| 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) |
| { |
| float col[4]; |
| |
| D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col); |
| glFogfv(GL_FOG_COLOR, &col[0]); |
| checkGLcall("glFog GL_FOG_COLOR"); |
| } |
| |
| void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY]; |
| 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_device *device = context->swapchain->device; |
| 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 ((device->strided_streams.use_map & (1 << 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) { |
| glDisable(GL_COLOR_MATERIAL); |
| checkGLcall("glDisable GL_COLOR_MATERIAL"); |
| } else { |
| glColorMaterial(GL_FRONT_AND_BACK, Parm); |
| checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)"); |
| 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: |
| glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse); |
| checkGLcall("glMaterialfv"); |
| break; |
| |
| case GL_DIFFUSE: |
| glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse); |
| checkGLcall("glMaterialfv"); |
| break; |
| |
| case GL_AMBIENT: |
| glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient); |
| checkGLcall("glMaterialfv"); |
| break; |
| |
| case GL_EMISSION: |
| 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]) |
| { |
| 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}; |
| 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) |
| { |
| 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) |
| { |
| glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern); |
| checkGLcall("glLineStipple(repeat, linepattern)"); |
| glEnable(GL_LINE_STIPPLE); |
| checkGLcall("glEnable(GL_LINE_STIPPLE);"); |
| } |
| else |
| { |
| glDisable(GL_LINE_STIPPLE); |
| checkGLcall("glDisable(GL_LINE_STIPPLE);"); |
| } |
| } |
| |
| static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| 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->swapchain->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL))) |
| { |
| glEnable(GL_NORMALIZE); |
| checkGLcall("glEnable(GL_NORMALIZE);"); |
| } |
| else |
| { |
| glDisable(GL_NORMALIZE); |
| checkGLcall("glDisable(GL_NORMALIZE);"); |
| } |
| } |
| |
| static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MIN]; |
| if (tmpvalue.f != 1.0f) |
| { |
| FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f); |
| } |
| tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MAX]; |
| if (tmpvalue.f != 64.0f) |
| { |
| FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f); |
| } |
| |
| } |
| |
| 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; |
| union |
| { |
| DWORD d; |
| float f; |
| } min, max; |
| |
| min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN]; |
| max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX]; |
| |
| /* Max point size trumps min point size */ |
| if(min.f > max.f) { |
| min.f = max.f; |
| } |
| |
| GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f); |
| checkGLcall("glPointParameterfEXT(...)"); |
| GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f); |
| 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; |
| union |
| { |
| DWORD d; |
| float f; |
| } min, max; |
| |
| min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN]; |
| max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX]; |
| |
| /* Max point size trumps min point size */ |
| if(min.f > max.f) { |
| min.f = max.f; |
| } |
| |
| GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f); |
| checkGLcall("glPointParameterfARB(...)"); |
| GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f); |
| 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; |
| /* TODO: Group this with the viewport */ |
| /* |
| * POINTSCALEENABLE controls how point size value is treated. If set to |
| * true, the point size is scaled with respect to height of viewport. |
| * When set to false point size is in pixels. |
| */ |
| |
| /* Default values */ |
| GLfloat att[3] = {1.0f, 0.0f, 0.0f}; |
| union { |
| DWORD d; |
| float f; |
| } pointSize, A, B, C; |
| |
| pointSize.d = state->render_states[WINED3D_RS_POINTSIZE]; |
| A.d = state->render_states[WINED3D_RS_POINTSCALE_A]; |
| B.d = state->render_states[WINED3D_RS_POINTSCALE_B]; |
| C.d = state->render_states[WINED3D_RS_POINTSCALE_C]; |
| |
| if (state->render_states[WINED3D_RS_POINTSCALEENABLE]) |
| { |
| DWORD h = state->viewport.height; |
| GLfloat scaleFactor; |
| |
| if (pointSize.f < gl_info->limits.pointsize_min) |
| { |
| /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is |
| * 0.0f. This means that OpenGL will clamp really small point sizes to the |
| * driver minimum. To correct for this we need to multiply by the scale factor when sizes |
| * are less than 1.0f. scale_factor = 1.0f / point_size. |
| */ |
| scaleFactor = pointSize.f / gl_info->limits.pointsize_min; |
| /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size |
| * is 1.0, but then accepts points below that and draws too small points |
| */ |
| pointSize.f = gl_info->limits.pointsize_min; |
| } |
| else if(pointSize.f > gl_info->limits.pointsize_max) |
| { |
| /* gl already scales the input to glPointSize, |
| * d3d scales the result after the point size scale. |
| * If the point size is bigger than the max size, use the |
| * scaling to scale it bigger, and set the gl point size to max |
| */ |
| scaleFactor = pointSize.f / gl_info->limits.pointsize_max; |
| TRACE("scale: %f\n", scaleFactor); |
| pointSize.f = gl_info->limits.pointsize_max; |
| } else { |
| scaleFactor = 1.0f; |
| } |
| scaleFactor = powf(h * scaleFactor, 2); |
| |
| att[0] = A.f / scaleFactor; |
| att[1] = B.f / scaleFactor; |
| att[2] = C.f / scaleFactor; |
| } |
| |
| 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"); |
| } |
| |
| glPointSize(pointSize.f); |
| 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]; |
| |
| 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); |
| 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(glColorMaskIndexedEXT(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)); |
| } |
| |
| 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) |
| { |
| if (state->render_states[WINED3D_RS_LOCALVIEWER]) |
| { |
| glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); |
| checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)"); |
| } else { |
| 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"); |
| } |
| } |
| } |
| |
| static 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; |
| } |
| } |
| |
| static void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| if (state->render_states[WINED3D_RS_POINTSPRITEENABLE]) |
| { |
| glEnable(GL_POINT_SPRITE_ARB); |
| checkGLcall("glEnable(GL_POINT_SPRITE_ARB)"); |
| } else { |
| 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) |
| { |
| 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]) |
| 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) |
| { |
| if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS]) |
| { |
| glEnable(GL_MULTISAMPLE_ARB); |
| checkGLcall("glEnable(GL_MULTISAMPLE_ARB)"); |
| } else { |
| glDisable(GL_MULTISAMPLE_ARB); |
| checkGLcall("glDisable(GL_MULTISAMPLE_ARB)"); |
| } |
| } |
| |
| static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| if (state->render_states[WINED3D_RS_SCISSORTESTENABLE]) |
| { |
| glEnable(GL_SCISSOR_TEST); |
| checkGLcall("glEnable(GL_SCISSOR_TEST)"); |
| } else { |
| 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. |
| * There's no practical way to retrieve that value from a given GL |
| * implementation, but the D3D application has essentially the same problem, |
| * which makes a guess of the depth buffer format's highest possible value a |
| * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the |
| * depth slope, and doesn't need to be scaled. */ |
| static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] |
| || state->render_states[WINED3D_RS_DEPTHBIAS]) |
| { |
| const struct wined3d_surface *depth = state->fb->depth_stencil; |
| float scale; |
| |
| union |
| { |
| DWORD d; |
| float f; |
| } scale_bias, const_bias; |
| |
| scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]; |
| const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS]; |
| |
| glEnable(GL_POLYGON_OFFSET_FILL); |
| checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)"); |
| |
| if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS) |
| { |
| float bias = -(float)const_bias.d; |
| glPolygonOffset(bias, bias); |
| checkGLcall("glPolygonOffset"); |
| } |
| else |
| { |
| if (depth) |
| { |
| const struct wined3d_format *fmt = depth->resource.format; |
| scale = powf(2, fmt->depth_size) - 1; |
| TRACE("Depth format %s, using depthbias scale of %.8e.\n", |
| debug_d3dformat(fmt->id), scale); |
| } |
| else |
| { |
| /* The context manager will reapply this state on a depth stencil change */ |
| TRACE("No depth stencil, using depthbias scale of 0.0.\n"); |
| scale = 0.0f; |
| } |
| |
| glPolygonOffset(scale_bias.f, const_bias.f * scale); |
| checkGLcall("glPolygonOffset(...)"); |
| } |
| } |
| else |
| { |
| glDisable(GL_POLYGON_OFFSET_FILL); |
| checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)"); |
| } |
| } |
| |
| 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_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| if (state->render_states[WINED3D_RS_TEXTUREPERSPECTIVE]) |
| { |
| glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
| checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)"); |
| } else { |
| glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); |
| checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)"); |
| } |
| } |
| |
| 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) |
| { |
| glEnable(GL_DEPTH_BOUNDS_TEST_EXT); |
| checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)"); |
| GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f)); |
| checkGLcall("glDepthBoundsEXT(...)"); |
| } |
| else { |
| glDisable(GL_DEPTH_BOUNDS_TEST_EXT); |
| checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)"); |
| } |
| } |
| else { |
| 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) |
| { |
| if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING]) |
| 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); |
| |
| /* This is called by a state handler which has the gl lock held and a context for the thread */ |
| |
| /* Note: Operations usually involve two ars, src0 and src1 and are operations of |
| the form (a1 <operation> a2). However, some of the more complex operations |
| take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added |
| in a third parameter called a0. Therefore these are operations of the form |
| a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front. |
| |
| However, below we treat the new (a0) parameter as src2/opr2, so in the actual |
| functions below, expect their syntax to differ slightly to those listed in the |
| manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2 |
| This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */ |
| |
| if (isAlpha) |
| { |
| comb_target = GL_COMBINE_ALPHA; |
| src0_target = GL_SOURCE0_ALPHA; |
| src1_target = GL_SOURCE1_ALPHA; |
| src2_target = GL_SOURCE2_ALPHA; |
| opr0_target = GL_OPERAND0_ALPHA; |
| opr1_target = GL_OPERAND1_ALPHA; |
| opr2_target = GL_OPERAND2_ALPHA; |
| scal_target = GL_ALPHA_SCALE; |
| } |
| else |
| { |
| comb_target = GL_COMBINE_RGB; |
| src0_target = GL_SOURCE0_RGB; |
| src1_target = GL_SOURCE1_RGB; |
| src2_target = GL_SOURCE2_RGB; |
| opr0_target = GL_OPERAND0_RGB; |
| opr1_target = GL_OPERAND1_RGB; |
| opr2_target = GL_OPERAND2_RGB; |
| scal_target = GL_RGB_SCALE; |
| } |
| |
| /* If a texture stage references an invalid texture unit the stage just |
| * passes through the result from the previous stage */ |
| if (is_invalid_op(state, Stage, op, arg1, arg2, arg3)) |
| { |
| arg1 = WINED3DTA_CURRENT; |
| op = WINED3D_TOP_SELECT_ARG1; |
| } |
| |
| if (isAlpha && !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 */ |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); |
| 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 */ |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| if (op == WINED3D_TOP_SELECT_ARG1) |
| { |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| } else { |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2"); |
| } |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, opr"); |
| break; |
| |
| case WINED3D_TOP_MODULATE: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */ |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_MODULATE_2X: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */ |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 2); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 2"); |
| break; |
| case WINED3D_TOP_MODULATE_4X: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */ |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 4); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 4"); |
| break; |
| |
| case WINED3D_TOP_ADD: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| |
| case WINED3D_TOP_ADD_SIGNED: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| |
| case WINED3D_TOP_ADD_SIGNED_2X: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 2); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 2"); |
| break; |
| |
| case WINED3D_TOP_ADD_SMOOTH: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| 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; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| |
| case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_BLEND_FACTOR_ALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */ |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */ |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */ |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */ |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */ |
| 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; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| 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; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| 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; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| 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; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| 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; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_MULTIPLY_ADD: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src3); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src3_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, src3"); |
| glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3"); |
| 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"); |
| |
| default: |
| Handled = FALSE; |
| } |
| if (Handled) { |
| 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 */ |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_SELECT_ARG1: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_SELECT_ARG2: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_MODULATE: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_MODULATE_2X: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 2); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 2"); |
| break; |
| case WINED3D_TOP_MODULATE_4X: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 4); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 4"); |
| break; |
| case WINED3D_TOP_ADD: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_ADD_SIGNED: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_ADD_SIGNED_2X: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| 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]) |
| { |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| 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: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_BLEND_TEXTURE_ALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_BLEND_FACTOR_ALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_BLEND_CURRENT_ALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA"); |
| 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]) |
| { |
| 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]) |
| { |
| 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"); |
| } |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, scal_target, 1); |
| checkGLcall("GL_TEXTURE_ENV, scal_target, 1"); |
| break; |
| case WINED3D_TOP_LERP: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src3); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src3"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3"); |
| 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]) |
| { |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); |
| 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; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| 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]) |
| { |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| 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]) |
| { |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); |
| 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; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| 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]) |
| { |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| 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; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| 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]) |
| { |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); |
| 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; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| 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]) |
| { |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); |
| 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; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr"); |
| 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; |
| } |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| 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]) |
| { |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI"); |
| glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); |
| checkGLcall("GL_TEXTURE_ENV, src0_target, src1"); |
| glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1); |
| checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); |
| glTexEnvi(GL_TEXTURE_ENV, src1_target, src3); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, src3"); |
| glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3); |
| checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3"); |
| glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); |
| checkGLcall("GL_TEXTURE_ENV, src2_target, src2"); |
| glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2); |
| checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); |
| 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"); |
| } |
| 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) |
| { |
| 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) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| const struct wined3d_device *device = context->swapchain->device; |
| BOOL tex_used = device->fixed_function_usage_map & (1 << stage); |
| DWORD mapped_stage = device->texUnitMap[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 >= state->lowest_disabled_stage) |
| { |
| TRACE("Stage disabled\n"); |
| if (mapped_stage != WINED3D_UNMAPPED_STAGE) |
| { |
| /* Disable everything here */ |
| glDisable(GL_TEXTURE_2D); |
| checkGLcall("glDisable(GL_TEXTURE_2D)"); |
| glDisable(GL_TEXTURE_3D); |
| checkGLcall("glDisable(GL_TEXTURE_3D)"); |
| if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) |
| { |
| glDisable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); |
| } |
| if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) |
| { |
| 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) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| const struct wined3d_device *device = context->swapchain->device; |
| BOOL tex_used = device->fixed_function_usage_map & (1 << stage); |
| DWORD mapped_stage = device->texUnitMap[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 *texture = state->textures[0]; |
| GLenum texture_dimensions = texture->target; |
| |
| if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB) |
| { |
| struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]); |
| |
| if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask) |
| { |
| /* 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) |
| { |
| DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| const struct wined3d_device *device = context->swapchain->device; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| DWORD mapped_stage = device->texUnitMap[texUnit]; |
| BOOL generated; |
| int coordIdx; |
| |
| /* 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); |
| generated = (state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU; |
| coordIdx = min(state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff], MAX_TEXTURES - 1); |
| |
| set_texture_matrix(&state->transforms[WINED3D_TS_TEXTURE0 + texUnit].u.m[0][0], |
| state->texture_states[texUnit][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS], |
| generated, context->last_was_rhw, |
| device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)) |
| ? device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id |
| : WINED3DFMT_UNKNOWN, |
| device->frag_pipe->ffp_proj_control); |
| |
| /* The sampler applying function calls us if this changes */ |
| if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit]) |
| { |
| if(generated) { |
| FIXME("Non-power2 texture being used with generated texture coords\n"); |
| } |
| /* NP2 texcoord fixup is implemented for pixelshaders so only enable the |
| fixed-function-pipeline fixup via pow2Matrix when no PS is used. */ |
| if (!use_ps(state)) |
| { |
| TRACE("Non power two matrix multiply fixup\n"); |
| glMultMatrixf(state->textures[texUnit]->pow2_matrix); |
| } |
| } |
| } |
| |
| static void unload_tex_coords(const struct wined3d_gl_info *gl_info) |
| { |
| unsigned int texture_idx; |
| |
| for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx) |
| { |
| GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx)); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| } |
| } |
| |
| static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si, |
| GLuint *curVBO, const struct wined3d_state *state) |
| { |
| const struct wined3d_device *device = context->swapchain->device; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| unsigned int mapped_stage = 0; |
| unsigned int textureNo = 0; |
| |
| for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo) |
| { |
| int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX]; |
| |
| mapped_stage = device->texUnitMap[textureNo]; |
| if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue; |
| |
| if (mapped_stage >= gl_info->limits.texture_coords) |
| { |
| FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage); |
| continue; |
| } |
| |
| if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)))) |
| { |
| const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx]; |
| |
| TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n", |
| textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr); |
| |
| if (*curVBO != e->data.buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| *curVBO = e->data.buffer_object; |
| } |
| |
| GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); |
| checkGLcall("glClientActiveTextureARB"); |
| |
| /* The coords to supply depend completely on the fvf / vertex shader */ |
| glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride); |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| } |
| else |
| { |
| GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1)); |
| } |
| } |
| if (gl_info->supported[NV_REGISTER_COMBINERS]) |
| { |
| /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */ |
| for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo) |
| { |
| GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1)); |
| } |
| } |
| |
| checkGLcall("loadTexCoords"); |
| } |
| |
| static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| const struct wined3d_device *device = context->swapchain->device; |
| 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 }; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| DWORD mapped_stage = device->texUnitMap[stage]; |
| |
| if (mapped_stage == WINED3D_UNMAPPED_STAGE) |
| { |
| TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage); |
| return; |
| } |
| |
| if (mapped_stage >= gl_info->limits.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. */ |
| glDisable(GL_TEXTURE_GEN_S); |
| glDisable(GL_TEXTURE_GEN_T); |
| glDisable(GL_TEXTURE_GEN_R); |
| 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 */ |
| |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadIdentity(); |
| glTexGenfv(GL_S, GL_EYE_PLANE, s_plane); |
| glTexGenfv(GL_T, GL_EYE_PLANE, t_plane); |
| glTexGenfv(GL_R, GL_EYE_PLANE, r_plane); |
| glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane); |
| glPopMatrix(); |
| checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane."); |
| |
| glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); |
| glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); |
| glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); |
| checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode."); |
| |
| glEnable(GL_TEXTURE_GEN_S); |
| glEnable(GL_TEXTURE_GEN_T); |
| 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; |
| } |
| |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadIdentity(); |
| glTexGenfv(GL_S, GL_EYE_PLANE, s_plane); |
| glTexGenfv(GL_T, GL_EYE_PLANE, t_plane); |
| glTexGenfv(GL_R, GL_EYE_PLANE, r_plane); |
| glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane); |
| glPopMatrix(); |
| checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane."); |
| |
| glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV); |
| glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV); |
| glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV); |
| checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode."); |
| |
| glEnable(GL_TEXTURE_GEN_S); |
| glEnable(GL_TEXTURE_GEN_T); |
| 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; |
| } |
| |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadIdentity(); |
| glTexGenfv(GL_S, GL_EYE_PLANE, s_plane); |
| glTexGenfv(GL_T, GL_EYE_PLANE, t_plane); |
| glTexGenfv(GL_R, GL_EYE_PLANE, r_plane); |
| glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane); |
| glPopMatrix(); |
| checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane."); |
| |
| glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV); |
| glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV); |
| glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV); |
| checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode."); |
| |
| glEnable(GL_TEXTURE_GEN_S); |
| glEnable(GL_TEXTURE_GEN_T); |
| glEnable(GL_TEXTURE_GEN_R); |
| checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen."); |
| |
| break; |
| |
| case WINED3DTSS_TCI_SPHEREMAP: |
| glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); |
| glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); |
| checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode."); |
| |
| glEnable(GL_TEXTURE_GEN_S); |
| glEnable(GL_TEXTURE_GEN_T); |
| 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]); |
| glDisable(GL_TEXTURE_GEN_S); |
| glDisable(GL_TEXTURE_GEN_T); |
| glDisable(GL_TEXTURE_GEN_R); |
| 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; |
| |
| unload_tex_coords(gl_info); |
| load_tex_coords(context, &device->strided_streams, &curVBO, state); |
| } |
| } |
| |
| static void tex_bumpenvlscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| const struct wined3d_shader *ps = state->pixel_shader; |
| |
| if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage))) |
| { |
| /* The pixel shader has to know the luminance scale. Do a constants |
| * update if it isn't scheduled anyway. */ |
| if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT) |
| && !isStateDirty(context, STATE_PIXELSHADER)) |
| shaderconstant(context, state, STATE_PIXELSHADERCONSTANT); |
| } |
| } |
| |
| 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 |
| * |
| * The mapped stage is already active because the sampler() function below, which is part of the |
| * misc pipeline |
| */ |
| if (sampler < MAX_TEXTURES) |
| { |
| const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT); |
| |
| if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler))) |
| { |
| const struct wined3d_device *device = context->swapchain->device; |
| |
| if (texIsPow2) |
| context->lastWasPow2Texture |= 1 << sampler; |
| else |
| context->lastWasPow2Texture &= ~(1 << sampler); |
| |
| transform_texture(context, state, |
| STATE_TEXTURESTAGE(device->texUnitMap[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS)); |
| } |
| } |
| } |
| |
| static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_device *device = context->swapchain->device; |
| DWORD sampler = state_id - STATE_SAMPLER(0); |
| DWORD mapped_stage = device->texUnitMap[sampler]; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| union { |
| float f; |
| DWORD d; |
| } tmpvalue; |
| |
| TRACE("Sampler: %d\n", sampler); |
| /* 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 |
| */ |
| |
| if (mapped_stage == WINED3D_UNMAPPED_STAGE) |
| { |
| TRACE("No sampler mapped to stage %d. Returning.\n", sampler); |
| return; |
| } |
| |
| if (mapped_stage >= gl_info->limits.combined_samplers) |
| { |
| return; |
| } |
| context_active_texture(context, gl_info, mapped_stage); |
| |
| if (state->textures[sampler]) |
| { |
| struct wined3d_texture *texture = state->textures[sampler]; |
| BOOL srgb = state->sampler_states[sampler][WINED3D_SAMP_SRGB_TEXTURE]; |
| |
| texture->texture_ops->texture_bind(texture, context, srgb); |
| wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info); |
| |
| if (gl_info->supported[EXT_TEXTURE_LOD_BIAS]) |
| { |
| tmpvalue.d = state->sampler_states[sampler][WINED3D_SAMP_MIPMAP_LOD_BIAS]; |
| glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, |
| GL_TEXTURE_LOD_BIAS_EXT, |
| tmpvalue.f); |
| checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)"); |
| } |
| |
| if (!use_ps(state) && sampler < state->lowest_disabled_stage) |
| { |
| if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler) |
| { |
| /* If color keying is enabled update the alpha test, it |
| * depends on the existence of a color key in stage 0. */ |
| state_alpha(context, state, WINED3D_RS_COLORKEYENABLE); |
| } |
| } |
| |
| /* Trigger shader constant reloading (for NP2 texcoord fixup) */ |
| if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) |
| device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state); |
| } |
| else |
| { |
| if (sampler < state->lowest_disabled_stage) |
| { |
| /* TODO: What should I do with pixel shaders here ??? */ |
| if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler) |
| { |
| /* If color keying is enabled update the alpha test, it |
| * depends on the existence of a color key in stage 0. */ |
| state_alpha(context, state, WINED3D_RS_COLORKEYENABLE); |
| } |
| } /* Otherwise tex_colorop disables the stage */ |
| context_bind_texture(context, GL_NONE, 0); |
| } |
| } |
| |
| void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_device *device = context->swapchain->device; |
| BOOL use_vshader = use_vs(state); |
| BOOL use_pshader = use_ps(state); |
| unsigned int i; |
| |
| if (use_pshader) |
| { |
| 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 < 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->gl_info->limits.texture_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; |
| } |
| |
| if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative)) |
| { |
| device->shader_backend->shader_select(context, use_pshader, use_vshader); |
| |
| if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) |
| shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT); |
| } |
| } |
| |
| static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| const struct wined3d_shader *ps = state->pixel_shader; |
| |
| if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage))) |
| { |
| /* The pixel shader has to know the bump env matrix. Do a constants |
| * update if it isn't scheduled anyway. */ |
| if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT) |
| && !isStateDirty(context, STATE_PIXELSHADER)) |
| shaderconstant(context, state, STATE_PIXELSHADERCONSTANT); |
| } |
| } |
| |
| static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| /* 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. |
| */ |
| glMatrixMode(GL_MODELVIEW); |
| checkGLcall("glMatrixMode"); |
| |
| if(context->last_was_rhw) { |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity()"); |
| } |
| else |
| { |
| /* In the general case, the view matrix is the identity matrix */ |
| if (context->swapchain->device->view_ident) |
| { |
| glLoadMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| } |
| else |
| { |
| glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]); |
| checkGLcall("glMultMatrixf"); |
| } |
| } |
| } |
| |
| static void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| UINT index = state_id - STATE_CLIPPLANE(0); |
| GLdouble plane[4]; |
| |
| if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= context->gl_info->limits.clipplanes) |
| return; |
| |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| |
| /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */ |
| if (!use_vs(state)) |
| glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]); |
| else |
| /* with vertex shaders, clip planes are not transformed in direct3d, |
| * in OpenGL they are still transformed by the model view. |
| */ |
| 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]); |
| glClipPlane(GL_CLIP_PLANE0 + index, plane); |
| checkGLcall("glClipPlane"); |
| |
| glPopMatrix(); |
| } |
| |
| static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)); |
| GLenum glMat; |
| TRACE("Setting world matrix %d\n", matrix); |
| |
| if (matrix >= context->gl_info->limits.blends) |
| { |
| WARN("Unsupported blend matrix set\n"); |
| return; |
| } |
| |
| if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW))) |
| return; |
| |
| /* GL_MODELVIEW0_ARB: 0x1700 |
| * GL_MODELVIEW1_ARB: 0x850a |
| * GL_MODELVIEW2_ARB: 0x8722 |
| * GL_MODELVIEW3_ARB: 0x8723 |
| * etc |
| * GL_MODELVIEW31_ARB: 0x873F |
| */ |
| if(matrix == 1) glMat = GL_MODELVIEW1_ARB; |
| else glMat = GL_MODELVIEW2_ARB - 2 + matrix; |
| |
| glMatrixMode(glMat); |
| checkGLcall("glMatrixMode(glMat)"); |
| |
| /* World matrix 0 is multiplied with the view matrix because d3d uses 3 |
| * matrices while gl uses only 2. To avoid weighting the view matrix |
| * incorrectly it has to be multiplied into every GL modelview matrix. */ |
| if (context->swapchain->device->view_ident) |
| { |
| glLoadMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| } |
| else |
| { |
| glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]); |
| checkGLcall("glMultMatrixf"); |
| } |
| } |
| |
| 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 state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND]; |
| struct wined3d_device *device = context->swapchain->device; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| static unsigned int once; |
| |
| switch (val) |
| { |
| case WINED3D_VBF_1WEIGHTS: |
| case WINED3D_VBF_2WEIGHTS: |
| case WINED3D_VBF_3WEIGHTS: |
| glEnable(GL_VERTEX_BLEND_ARB); |
| checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)"); |
| |
| /* D3D adds one more matrix which has weight (1 - sum(weights)). |
| * This is enabled at context creation with enabling |
| * GL_WEIGHT_SUM_UNITY_ARB. */ |
| GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1)); |
| |
| if (!device->vertexBlendUsed) |
| { |
| unsigned int i; |
| for (i = 1; i < gl_info->limits.blends; ++i) |
| { |
| if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)))) |
| transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))); |
| } |
| device->vertexBlendUsed = TRUE; |
| } |
| break; |
| |
| case WINED3D_VBF_TWEENING: |
| case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */ |
| if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val); |
| else WARN("Vertex blend flags %#x not supported.\n", val); |
| /* Fall through. */ |
| case WINED3D_VBF_DISABLE: |
| glDisable(GL_VERTEX_BLEND_ARB); |
| checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)"); |
| break; |
| } |
| } |
| |
| 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 |
| */ |
| |
| glMatrixMode(GL_MODELVIEW); |
| checkGLcall("glMatrixMode(GL_MODELVIEW)"); |
| glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]); |
| checkGLcall("glLoadMatrixf(...)"); |
| |
| /* Reset lights. TODO: Call light apply func */ |
| for (k = 0; k < gl_info->limits.lights; ++k) |
| { |
| if (!(light = state->lights[k])) |
| continue; |
| glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn); |
| checkGLcall("glLightfv posn"); |
| glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn); |
| checkGLcall("glLightfv dirn"); |
| } |
| |
| /* Reset Clipping Planes */ |
| for (k = 0; k < gl_info->limits.clipplanes; ++k) |
| { |
| if (!isStateDirty(context, STATE_CLIPPLANE(k))) |
| clipplane(context, state, STATE_CLIPPLANE(k)); |
| } |
| |
| if(context->last_was_rhw) { |
| 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))); |
| |
| /* Avoid looping over a number of matrices if the app never used the functionality */ |
| if (context->swapchain->device->vertexBlendUsed) |
| { |
| for (k = 1; k < gl_info->limits.blends; ++k) |
| { |
| if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)))) |
| transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))); |
| } |
| } |
| } |
| |
| static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| glMatrixMode(GL_PROJECTION); |
| checkGLcall("glMatrixMode(GL_PROJECTION)"); |
| |
| /* There are a couple of additional things we have to take into account |
| * here besides the projection transformation itself: |
| * - We need to flip along the y-axis in case of offscreen rendering. |
| * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}. |
| * - D3D coordinates refer to pixel centers while GL coordinates refer |
| * to pixel corners. |
| * - D3D has a top-left filling convention. We need to maintain this |
| * even after the y-flip mentioned above. |
| * In order to handle the last two points, we translate by |
| * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to |
| * translating slightly less than half a pixel. We want the difference to |
| * be large enough that it doesn't get lost due to rounding inside the |
| * driver, but small enough to prevent it from interfering with any |
| * anti-aliasing. */ |
| |
| if (context->last_was_rhw) |
| { |
| /* Transform D3D RHW coordinates to OpenGL clip coordinates. */ |
| double x = state->viewport.x; |
| double y = state->viewport.y; |
| double w = state->viewport.width; |
| double h = state->viewport.height; |
| double x_scale = 2.0 / w; |
| double x_offset = ((63.0 / 64.0) - (2.0 * x) - w) / w; |
| double y_scale = context->render_offscreen ? 2.0 / h : 2.0 / -h; |
| double y_offset = context->render_offscreen |
| ? ((63.0 / 64.0) - (2.0 * y) - h) / h |
| : ((63.0 / 64.0) - (2.0 * y) - h) / -h; |
| const GLdouble projection[] = |
| { |
| x_scale, 0.0, 0.0, 0.0, |
| 0.0, y_scale, 0.0, 0.0, |
| 0.0, 0.0, 2.0, 0.0, |
| x_offset, y_offset, -1.0, 1.0, |
| }; |
| |
| glLoadMatrixd(projection); |
| checkGLcall("glLoadMatrixd"); |
| } |
| else |
| { |
| double y_scale = context->render_offscreen ? -1.0 : 1.0; |
| double x_offset = (63.0 / 64.0) / state->viewport.width; |
| double y_offset = context->render_offscreen |
| ? (63.0 / 64.0) / state->viewport.height |
| : -(63.0 / 64.0) / state->viewport.height; |
| const GLdouble projection[] = |
| { |
| 1.0, 0.0, 0.0, 0.0, |
| 0.0, y_scale, 0.0, 0.0, |
| 0.0, 0.0, 2.0, 0.0, |
| x_offset, y_offset, -1.0, 1.0, |
| }; |
| |
| glLoadMatrixd(projection); |
| checkGLcall("glLoadMatrixd"); |
| |
| glMultMatrixf(&state->transforms[WINED3D_TS_PROJECTION].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| } |
| } |
| |
| /* This should match any arrays loaded in load_vertex_data. |
| * TODO: Only load / unload arrays if we have to. */ |
| static void unload_vertex_data(const struct wined3d_gl_info *gl_info) |
| { |
| glDisableClientState(GL_VERTEX_ARRAY); |
| glDisableClientState(GL_NORMAL_ARRAY); |
| glDisableClientState(GL_COLOR_ARRAY); |
| if (gl_info->supported[EXT_SECONDARY_COLOR]) |
| { |
| glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT); |
| } |
| if (gl_info->supported[ARB_VERTEX_BLEND]) |
| { |
| glDisableClientState(GL_WEIGHT_ARRAY_ARB); |
| } |
| unload_tex_coords(gl_info); |
| } |
| |
| static inline void unload_numbered_array(struct wined3d_context *context, int i) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| GL_EXTCALL(glDisableVertexAttribArrayARB(i)); |
| checkGLcall("glDisableVertexAttribArrayARB(reg)"); |
| |
| context->numbered_array_mask &= ~(1 << i); |
| } |
| |
| /* This should match any arrays loaded in loadNumberedArrays |
| * TODO: Only load / unload arrays if we have to. */ |
| static void unload_numbered_arrays(struct wined3d_context *context) |
| { |
| /* disable any attribs (this is the same for both GLSL and ARB modes) */ |
| int i; |
| |
| for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) { |
| unload_numbered_array(context, i); |
| } |
| } |
| |
| static void load_numbered_arrays(struct wined3d_context *context, |
| const struct wined3d_stream_info *stream_info, const struct wined3d_state *state) |
| { |
| struct wined3d_device *device = context->swapchain->device; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0; |
| int i; |
| |
| /* Default to no instancing */ |
| device->instancedDraw = FALSE; |
| |
| for (i = 0; i < MAX_ATTRIBS; i++) |
| { |
| const struct wined3d_stream_state *stream; |
| |
| if (!(stream_info->use_map & (1 << i))) |
| { |
| if (context->numbered_array_mask & (1 << i)) |
| unload_numbered_array(context, i); |
| if (state->vertex_shader->reg_maps.input_registers & (1 << i)) |
| GL_EXTCALL(glVertexAttrib4fARB(i, 0.0f, 0.0f, 0.0f, 0.0f)); |
| continue; |
| } |
| |
| stream = &state->streams[stream_info->elements[i].stream_idx]; |
| |
| /* Do not load instance data. It will be specified using glTexCoord by drawprim */ |
| if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) |
| { |
| if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i); |
| device->instancedDraw = TRUE; |
| continue; |
| } |
| |
| TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object); |
| |
| if (stream_info->elements[i].stride) |
| { |
| if (curVBO != stream_info->elements[i].data.buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| curVBO = stream_info->elements[i].data.buffer_object; |
| } |
| /* Use the VBO to find out if a vertex buffer exists, not the vb |
| * pointer. vb can point to a user pointer data blob. In that case |
| * curVBO will be 0. If there is a vertex buffer but no vbo we |
| * won't be load converted attributes anyway. */ |
| GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format, |
| stream_info->elements[i].format->gl_vtx_type, |
| stream_info->elements[i].format->gl_normalized, |
| stream_info->elements[i].stride, stream_info->elements[i].data.addr |
| + state->load_base_vertex_index * stream_info->elements[i].stride)); |
| |
| if (!(context->numbered_array_mask & (1 << i))) |
| { |
| GL_EXTCALL(glEnableVertexAttribArrayARB(i)); |
| context->numbered_array_mask |= (1 << i); |
| } |
| } |
| else |
| { |
| /* Stride = 0 means always the same values. |
| * glVertexAttribPointerARB doesn't do that. Instead disable the |
| * pointer and set up the attribute statically. But we have to |
| * figure out the system memory address. */ |
| const BYTE *ptr = stream_info->elements[i].data.addr; |
| if (stream_info->elements[i].data.buffer_object) |
| { |
| ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, gl_info); |
| } |
| |
| if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i); |
| |
| switch (stream_info->elements[i].format->id) |
| { |
| case WINED3DFMT_R32_FLOAT: |
| GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr)); |
| break; |
| case WINED3DFMT_R32G32_FLOAT: |
| GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr)); |
| break; |
| case WINED3DFMT_R32G32B32_FLOAT: |
| GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr)); |
| break; |
| case WINED3DFMT_R32G32B32A32_FLOAT: |
| GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr)); |
| break; |
| |
| case WINED3DFMT_R8G8B8A8_UINT: |
| GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr)); |
| break; |
| case WINED3DFMT_B8G8R8A8_UNORM: |
| if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA]) |
| { |
| const DWORD *src = (const DWORD *)ptr; |
| DWORD c = *src & 0xff00ff00; |
| c |= (*src & 0xff0000) >> 16; |
| c |= (*src & 0xff) << 16; |
| GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c)); |
| break; |
| } |
| /* else fallthrough */ |
| case WINED3DFMT_R8G8B8A8_UNORM: |
| GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr)); |
| break; |
| |
| case WINED3DFMT_R16G16_SINT: |
| GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr)); |
| break; |
| case WINED3DFMT_R16G16B16A16_SINT: |
| GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr)); |
| break; |
| |
| case WINED3DFMT_R16G16_SNORM: |
| { |
| const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1}; |
| GL_EXTCALL(glVertexAttrib4NsvARB(i, s)); |
| break; |
| } |
| case WINED3DFMT_R16G16_UNORM: |
| { |
| const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1}; |
| GL_EXTCALL(glVertexAttrib4NusvARB(i, s)); |
| break; |
| } |
| case WINED3DFMT_R16G16B16A16_SNORM: |
| GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr)); |
| break; |
| case WINED3DFMT_R16G16B16A16_UNORM: |
| GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr)); |
| break; |
| |
| case WINED3DFMT_R10G10B10A2_UINT: |
| FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n"); |
| /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */ |
| break; |
| case WINED3DFMT_R10G10B10A2_SNORM: |
| FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n"); |
| /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */ |
| break; |
| |
| case WINED3DFMT_R16G16_FLOAT: |
| /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4 |
| * byte float according to the IEEE standard |
| */ |
| FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n"); |
| break; |
| case WINED3DFMT_R16G16B16A16_FLOAT: |
| FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n"); |
| break; |
| |
| default: |
| ERR("Unexpected declaration in stride 0 attributes\n"); |
| break; |
| |
| } |
| } |
| } |
| checkGLcall("Loading numbered arrays"); |
| } |
| |
| static void load_vertex_data(const struct wined3d_context *context, |
| const struct wined3d_stream_info *si, const struct wined3d_state *state) |
| { |
| struct wined3d_device *device = context->swapchain->device; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0; |
| const struct wined3d_stream_info_element *e; |
| |
| TRACE("Using fast vertex array code\n"); |
| |
| /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */ |
| device->instancedDraw = FALSE; |
| |
| /* Blend Data ---------------------------------------------- */ |
| if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT)) |
| || si->use_map & (1 << WINED3D_FFP_BLENDINDICES)) |
| { |
| e = &si->elements[WINED3D_FFP_BLENDWEIGHT]; |
| |
| if (gl_info->supported[ARB_VERTEX_BLEND]) |
| { |
| TRACE("Blend %u %p %u\n", e->format->component_count, |
| e->data.addr + state->load_base_vertex_index * e->stride, e->stride); |
| |
| glEnableClientState(GL_WEIGHT_ARRAY_ARB); |
| checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)"); |
| |
| GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1)); |
| |
| if (curVBO != e->data.buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| curVBO = e->data.buffer_object; |
| } |
| |
| TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n", |
| e->format->gl_vtx_format, |
| e->format->gl_vtx_type, |
| e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride); |
| GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride)); |
| |
| checkGLcall("glWeightPointerARB"); |
| |
| if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES)) |
| { |
| static BOOL warned; |
| if (!warned) |
| { |
| FIXME("blendMatrixIndices support\n"); |
| warned = TRUE; |
| } |
| } |
| } else { |
| /* TODO: support blends in drawStridedSlow |
| * No need to write a FIXME here, this is done after the general vertex decl decoding |
| */ |
| WARN("unsupported blending in openGl\n"); |
| } |
| } |
| else |
| { |
| if (gl_info->supported[ARB_VERTEX_BLEND]) |
| { |
| static const GLbyte one = 1; |
| GL_EXTCALL(glWeightbvARB(1, &one)); |
| checkGLcall("glWeightbvARB(gl_info->max_blends, weights)"); |
| } |
| } |
| |
| /* Point Size ----------------------------------------------*/ |
| if (si->use_map & (1 << WINED3D_FFP_PSIZE)) |
| { |
| /* no such functionality in the fixed function GL pipeline */ |
| TRACE("Cannot change ptSize here in openGl\n"); |
| /* TODO: Implement this function in using shaders if they are available */ |
| } |
| |
| /* Vertex Pointers -----------------------------------------*/ |
| if (si->use_map & (1 << WINED3D_FFP_POSITION)) |
| { |
| e = &si->elements[WINED3D_FFP_POSITION]; |
| |
| if (curVBO != e->data.buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| curVBO = e->data.buffer_object; |
| } |
| |
| TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", |
| e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride); |
| glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride); |
| checkGLcall("glVertexPointer(...)"); |
| glEnableClientState(GL_VERTEX_ARRAY); |
| checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)"); |
| } |
| |
| /* Normals -------------------------------------------------*/ |
| if (si->use_map & (1 << WINED3D_FFP_NORMAL)) |
| { |
| e = &si->elements[WINED3D_FFP_NORMAL]; |
| |
| if (curVBO != e->data.buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| curVBO = e->data.buffer_object; |
| } |
| |
| TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride); |
| glNormalPointer(e->format->gl_vtx_type, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride); |
| checkGLcall("glNormalPointer(...)"); |
| glEnableClientState(GL_NORMAL_ARRAY); |
| checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)"); |
| |
| } else { |
| glNormal3f(0, 0, 0); |
| checkGLcall("glNormal3f(0, 0, 0)"); |
| } |
| |
| /* Diffuse Colour --------------------------------------------*/ |
| if (si->use_map & (1 << WINED3D_FFP_DIFFUSE)) |
| { |
| e = &si->elements[WINED3D_FFP_DIFFUSE]; |
| |
| if (curVBO != e->data.buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| curVBO = e->data.buffer_object; |
| } |
| |
| TRACE("glColorPointer(%#x, %#x %#x, %p);\n", |
| e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride); |
| glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride); |
| checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)"); |
| glEnableClientState(GL_COLOR_ARRAY); |
| checkGLcall("glEnableClientState(GL_COLOR_ARRAY)"); |
| |
| } else { |
| glColor4f(1.0f, 1.0f, 1.0f, 1.0f); |
| checkGLcall("glColor4f(1, 1, 1, 1)"); |
| } |
| |
| /* Specular Colour ------------------------------------------*/ |
| if (si->use_map & (1 << WINED3D_FFP_SPECULAR)) |
| { |
| TRACE("setting specular colour\n"); |
| |
| e = &si->elements[WINED3D_FFP_SPECULAR]; |
| |
| if (gl_info->supported[EXT_SECONDARY_COLOR]) |
| { |
| GLenum type = e->format->gl_vtx_type; |
| GLint format = e->format->gl_vtx_format; |
| |
| if (curVBO != e->data.buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| curVBO = e->data.buffer_object; |
| } |
| |
| if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA)) |
| { |
| /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha |
| * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function |
| * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts |
| * 4 component secondary colors use it |
| */ |
| TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride); |
| GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride)); |
| checkGLcall("glSecondaryColorPointerEXT(format, type, ...)"); |
| } |
| else |
| { |
| switch(type) |
| { |
| case GL_UNSIGNED_BYTE: |
| TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride); |
| GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride)); |
| checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)"); |
| break; |
| |
| default: |
| FIXME("Add 4 component specular color pointers for type %x\n", type); |
| /* Make sure that the right color component is dropped */ |
| TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride); |
| GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride, |
| e->data.addr + state->load_base_vertex_index * e->stride)); |
| checkGLcall("glSecondaryColorPointerEXT(3, type, ...)"); |
| } |
| } |
| glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT); |
| checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)"); |
| } |
| else |
| { |
| WARN("Specular colour is not supported in this GL implementation.\n"); |
| } |
| } |
| else |
| { |
| if (gl_info->supported[EXT_SECONDARY_COLOR]) |
| { |
| GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0); |
| checkGLcall("glSecondaryColor3fEXT(0, 0, 0)"); |
| } |
| else |
| { |
| WARN("Specular colour is not supported in this GL implementation.\n"); |
| } |
| } |
| |
| /* Texture coords -------------------------------------------*/ |
| load_tex_coords(context, si, &curVBO, state); |
| } |
| |
| static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_device *device = context->swapchain->device; |
| BOOL load_numbered = use_vs(state) && !device->useDrawStridedSlow; |
| BOOL load_named = !use_vs(state) && !device->useDrawStridedSlow; |
| |
| if (isStateDirty(context, STATE_VDECL)) return; |
| if (context->numberedArraysLoaded && !load_numbered) |
| { |
| unload_numbered_arrays(context); |
| context->numberedArraysLoaded = FALSE; |
| context->numbered_array_mask = 0; |
| } |
| else if (context->namedArraysLoaded) |
| { |
| unload_vertex_data(context->gl_info); |
| context->namedArraysLoaded = FALSE; |
| } |
| |
| if (load_numbered) |
| { |
| TRACE("Loading numbered arrays\n"); |
| load_numbered_arrays(context, &device->strided_streams, state); |
| context->numberedArraysLoaded = TRUE; |
| } |
| else if (load_named) |
| { |
| TRACE("Loading vertex data\n"); |
| load_vertex_data(context, &device->strided_streams, state); |
| context->namedArraysLoaded = TRUE; |
| } |
| } |
| |
| static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| if (isStateDirty(context, STATE_STREAMSRC)) |
| return; |
| streamsrc(context, state, STATE_STREAMSRC); |
| } |
| |
| static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_device *device = context->swapchain->device; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| BOOL useVertexShaderFunction = use_vs(state); |
| BOOL usePixelShaderFunction = use_ps(state); |
| BOOL updateFog = FALSE; |
| BOOL transformed; |
| BOOL wasrhw = context->last_was_rhw; |
| unsigned int i; |
| |
| transformed = device->strided_streams.position_transformed; |
| if (transformed != context->last_was_rhw && !useVertexShaderFunction) |
| updateFog = TRUE; |
| |
| context->last_was_rhw = transformed; |
| |
| /* 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))) |
| state_colormat(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 (!device->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.clipplanes; ++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(!device->vs_clipping) { |
| /* Disable all clip planes to get defined results on all drivers. See comment in the |
| * state_clipping state handler |
| */ |
| for (i = 0; i < gl_info->limits.clipplanes; ++i) |
| { |
| glDisable(GL_CLIP_PLANE0 + i); |
| checkGLcall("glDisable(GL_CLIP_PLANE0 + i)"); |
| } |
| |
| 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.clipplanes; ++i) |
| { |
| clipplane(context, state, STATE_CLIPPLANE(i)); |
| } |
| } |
| } |
| |
| /* Vertex and pixel shaders are applied together, so let the last dirty |
| * state do the application. */ |
| if (!isStateDirty(context, STATE_PIXELSHADER)) |
| { |
| device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction); |
| |
| if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) |
| && (useVertexShaderFunction || usePixelShaderFunction)) |
| shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT); |
| } |
| |
| context->last_was_vshader = useVertexShaderFunction; |
| |
| if (updateFog) |
| context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE)); |
| |
| if (!useVertexShaderFunction) |
| { |
| unsigned int i; |
| |
| for (i = 0; i < 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 (transformed != wasrhw && !isStateDirty(context, STATE_RENDER(WINED3D_RS_ZENABLE))) |
| state_zenable(context, state, STATE_RENDER(WINED3D_RS_ZENABLE)); |
| } |
| |
| static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_surface *target = state->fb->render_targets[0]; |
| struct wined3d_viewport vp = state->viewport; |
| |
| if (vp.width > target->resource.width) |
| vp.width = target->resource.width; |
| if (vp.height > target->resource.height) |
| vp.height = target->resource.height; |
| |
| glDepthRange(vp.min_z, vp.max_z); |
| checkGLcall("glDepthRange"); |
| /* Note: GL requires lower left, DirectX supplies upper left. This is |
| * reversed when using offscreen rendering. */ |
| if (context->render_offscreen) |
| { |
| glViewport(vp.x, vp.y, vp.width, vp.height); |
| } |
| else |
| { |
| UINT width, height; |
| |
| target->get_drawable_size(context, &width, &height); |
| glViewport(vp.x, (height - (vp.y + vp.height)), |
| vp.width, vp.height); |
| } |
| |
| checkGLcall("glViewport"); |
| } |
| |
| 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_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)); |
| /* Update the position fixup. */ |
| if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)) |
| shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT); |
| } |
| |
| static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| UINT Index = state_id - STATE_ACTIVELIGHT(0); |
| const struct wined3d_light_info *lightInfo = state->lights[Index]; |
| |
| if (!lightInfo) |
| { |
| glDisable(GL_LIGHT0 + Index); |
| checkGLcall("glDisable(GL_LIGHT0 + Index)"); |
| } |
| else |
| { |
| float quad_att; |
| float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f}; |
| |
| /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/ |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]); |
| |
| /* Diffuse: */ |
| colRGBA[0] = lightInfo->OriginalParms.diffuse.r; |
| colRGBA[1] = lightInfo->OriginalParms.diffuse.g; |
| colRGBA[2] = lightInfo->OriginalParms.diffuse.b; |
| colRGBA[3] = lightInfo->OriginalParms.diffuse.a; |
| glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA); |
| checkGLcall("glLightfv"); |
| |
| /* Specular */ |
| colRGBA[0] = lightInfo->OriginalParms.specular.r; |
| colRGBA[1] = lightInfo->OriginalParms.specular.g; |
| colRGBA[2] = lightInfo->OriginalParms.specular.b; |
| colRGBA[3] = lightInfo->OriginalParms.specular.a; |
| glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA); |
| checkGLcall("glLightfv"); |
| |
| /* Ambient */ |
| colRGBA[0] = lightInfo->OriginalParms.ambient.r; |
| colRGBA[1] = lightInfo->OriginalParms.ambient.g; |
| colRGBA[2] = lightInfo->OriginalParms.ambient.b; |
| colRGBA[3] = lightInfo->OriginalParms.ambient.a; |
| glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA); |
| 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 */ |
| glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); |
| checkGLcall("glLightfv"); |
| glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff); |
| checkGLcall("glLightf"); |
| /* Attenuation - Are these right? guessing... */ |
| glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.attenuation0); |
| checkGLcall("glLightf"); |
| glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.attenuation1); |
| checkGLcall("glLightf"); |
| if (quad_att < lightInfo->OriginalParms.attenuation2) |
| quad_att = lightInfo->OriginalParms.attenuation2; |
| glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att); |
| checkGLcall("glLightf"); |
| /* FIXME: Range */ |
| break; |
| |
| case WINED3D_LIGHT_SPOT: |
| /* Position */ |
| glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); |
| checkGLcall("glLightfv"); |
| /* Direction */ |
| glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]); |
| checkGLcall("glLightfv"); |
| glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent); |
| checkGLcall("glLightf"); |
| glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff); |
| checkGLcall("glLightf"); |
| /* Attenuation - Are these right? guessing... */ |
| glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.attenuation0); |
| checkGLcall("glLightf"); |
| glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.attenuation1); |
| checkGLcall("glLightf"); |
| if (quad_att < lightInfo->OriginalParms.attenuation2) |
| quad_att = lightInfo->OriginalParms.attenuation2; |
| glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att); |
| checkGLcall("glLightf"); |
| /* FIXME: Range */ |
| break; |
| |
| case WINED3D_LIGHT_DIRECTIONAL: |
| /* Direction */ |
| glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */ |
| checkGLcall("glLightfv"); |
| glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff); |
| checkGLcall("glLightf"); |
| 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 */ |
| glPopMatrix(); |
| |
| 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 RECT *r = &state->scissor_rect; |
| |
| /* 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. */ |
| TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r)); |
| |
| if (context->render_offscreen) |
| { |
| glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top); |
| } |
| else |
| { |
| const struct wined3d_surface *target = state->fb->render_targets[0]; |
| UINT height; |
| UINT width; |
| |
| target->get_drawable_size(context, &width, &height); |
| glScissor(r->left, height - r->bottom, 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->swapchain->device->strided_streams; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| if (state->user_stream || !state->index_buffer || !stream_info->all_vbo) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0)); |
| } |
| else |
| { |
| struct wined3d_buffer *ib = state->index_buffer; |
| GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object)); |
| } |
| } |
| |
| static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) |
| { |
| if (context->render_offscreen) |
| { |
| glFrontFace(GL_CCW); |
| checkGLcall("glFrontFace(GL_CCW)"); |
| } else { |
| glFrontFace(GL_CW); |
| checkGLcall("glFrontFace(GL_CW)"); |
| } |
| } |
| |
| 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; |
| |
| if (glPointParameteri) |
| { |
| glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin); |
| checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)"); |
| } |
| else if (gl_info->supported[NV_POINT_SPRITE]) |
| { |
| GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin)); |
| checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)"); |
| } |
| } |
| |
| const struct StateEntryTemplate misc_state_template[] = { |
| { 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_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, 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_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE }, |
| { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE }, |
| { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE }, |
| { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE }, |
| { 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_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE }, |
| { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, 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_bumpenvmat }, 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_bumpenvmat }, 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_bumpenvmat }, 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_bumpenvmat }, 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_bumpenvmat }, 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_bumpenvmat }, 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_bumpenvmat }, 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), tex_bumpenvlscale }, 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), tex_bumpenvlscale }, 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), tex_bumpenvlscale }, 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), tex_bumpenvlscale }, 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), tex_bumpenvlscale }, 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), tex_bumpenvlscale }, 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), tex_bumpenvlscale }, 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), tex_bumpenvlscale }, 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 }, 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_perspective }, 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_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, 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_zwritenable }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, 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_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_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_CCW_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 }, EXT_BLEND_MINMAX }, |
| { 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_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR }, |
| { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, 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_PIXELSHADER, { STATE_PIXELSHADER, context_state_drawbuf},WINED3D_GL_EXT_NONE }, |
| {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, |
| }; |
| |
| const struct StateEntryTemplate ffp_vertexstate_template[] = { |
| { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE }, |
| { STATE_VSHADER, { 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 }, |
| { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE }, |
| { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE }, |
| /* Lights */ |
| { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE }, |
| { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE }, |
| { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE }, |
| { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE }, |
| { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE }, |
| { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE }, |
| { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE }, |
| { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE }, |
| /* Viewport */ |
| { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE }, |
| /* Transform states follow */ |
| { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| /* Fog */ |
| { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND }, |
| { 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 }, |
| {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE }, |
| }; |
| |
| static const struct StateEntryTemplate 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_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, 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_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 and GL locking are done by the caller. */ |
| static void ffp_enable(BOOL enable) {} |
| |
| static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps) |
| { |
| caps->PrimitiveMiscCaps = 0; |
| caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
| | WINED3DTEXOPCAPS_ADDSIGNED |
| | WINED3DTEXOPCAPS_ADDSIGNED2X |
| | WINED3DTEXOPCAPS_MODULATE |
| | WINED3DTEXOPCAPS_MODULATE2X |
| | WINED3DTEXOPCAPS_MODULATE4X |
| | WINED3DTEXOPCAPS_SELECTARG1 |
| | WINED3DTEXOPCAPS_SELECTARG2 |
| | WINED3DTEXOPCAPS_DISABLE; |
| |
| if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE] |
| || gl_info->supported[EXT_TEXTURE_ENV_COMBINE] |
| || gl_info->supported[NV_TEXTURE_ENV_COMBINE4]) |
| { |
| caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
| | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
| | WINED3DTEXOPCAPS_BLENDFACTORALPHA |
| | WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
| | WINED3DTEXOPCAPS_LERP |
| | WINED3DTEXOPCAPS_SUBTRACT; |
| } |
| if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] |
| || gl_info->supported[NV_TEXTURE_ENV_COMBINE4]) |
| { |
| caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
| | WINED3DTEXOPCAPS_MULTIPLYADD |
| | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
| | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
| | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM; |
| } |
| if (gl_info->supported[ARB_TEXTURE_ENV_DOT3]) |
| caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3; |
| |
| caps->MaxTextureBlendStages = gl_info->limits.textures; |
| caps->MaxSimultaneousTextures = gl_info->limits.textures; |
| } |
| |
| static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; } |
| static void ffp_fragment_free(struct wined3d_device *device) {} |
| static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup) |
| { |
| if (TRACE_ON(d3d)) |
| { |
| TRACE("Checking support for fixup:\n"); |
| dump_color_fixup_desc(fixup); |
| } |
| |
| /* We only support identity conversions. */ |
| if (is_identity_fixup(fixup)) |
| { |
| TRACE("[OK]\n"); |
| return TRUE; |
| } |
| |
| TRACE("[FAILED]\n"); |
| return FALSE; |
| } |
| |
| const struct fragment_pipeline ffp_fragment_pipeline = { |
| ffp_enable, |
| ffp_fragment_get_caps, |
| ffp_fragment_alloc, |
| ffp_fragment_free, |
| ffp_color_fixup_supported, |
| ffp_fragmentstate_template, |
| FALSE /* we cannot disable projected textures. The vertex pipe has to do it */ |
| }; |
| |
| 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->swapchain->device->multistate_funcs[state_id][0](context, state, state_id); |
| context->swapchain->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->swapchain->device->multistate_funcs[state_id][0](context, state, state_id); |
| context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id); |
| context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id); |
| } |
| |
| static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info) |
| { |
| unsigned int start, last, i; |
| |
| start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0); |
| last = STATE_TEXTURESTAGE(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 + gl_info->limits.texture_stages); |
| last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + 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(gl_info->limits.blends)); |
| 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 StateEntry *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}, |
| {196, 197}, |
| { 0, 0}, |
| }; |
| static const DWORD simple_states[] = |
| { |
| STATE_MATERIAL, |
| STATE_VDECL, |
| STATE_STREAMSRC, |
| STATE_INDEXBUFFER, |
| STATE_VERTEXSHADERCONSTANT, |
| STATE_PIXELSHADERCONSTANT, |
| STATE_VSHADER, |
| STATE_PIXELSHADER, |
| STATE_VIEWPORT, |
| STATE_SCISSORRECT, |
| STATE_FRONTFACE, |
| STATE_POINTSPRITECOORDORIGIN, |
| STATE_BASEVERTEXINDEX, |
| STATE_FRAMEBUFFER |
| }; |
| 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 < sizeof(simple_states) / sizeof(*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 StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, |
| const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex, |
| const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) |
| { |
| unsigned int i, type, handlers; |
| APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3]; |
| const struct StateEntryTemplate *cur; |
| BOOL set[STATE_HIGHEST + 1]; |
| |
| memset(multistate_funcs, 0, sizeof(multistate_funcs)); |
| |
| for(i = 0; i < STATE_HIGHEST + 1; i++) { |
| StateTable[i].representative = 0; |
| StateTable[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; 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 (!gl_info->supported[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: |
| StateTable[cur[i].state].apply = cur[i].content.apply; |
| break; |
| case 1: |
| StateTable[cur[i].state].apply = multistate_apply_2; |
| dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(), |
| 0, |
| sizeof(**dev_multistate_funcs) * 2); |
| if (!dev_multistate_funcs[cur[i].state]) { |
| 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: |
| StateTable[cur[i].state].apply = multistate_apply_3; |
| funcs_array = HeapReAlloc(GetProcessHeap(), |
| 0, |
| dev_multistate_funcs[cur[i].state], |
| sizeof(**dev_multistate_funcs) * 3); |
| if (!funcs_array) { |
| 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(StateTable[cur[i].state].representative && |
| StateTable[cur[i].state].representative != cur[i].content.representative) { |
| FIXME("State %u has different representatives in different pipeline parts\n", |
| cur[i].state); |
| } |
| StateTable[cur[i].state].representative = cur[i].content.representative; |
| } |
| } |
| |
| prune_invalid_states(StateTable, gl_info); |
| validate_state_table(StateTable); |
| |
| return WINED3D_OK; |
| |
| out_of_mem: |
| for (i = 0; i <= STATE_HIGHEST; ++i) { |
| HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]); |
| } |
| |
| memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs)); |
| |
| return E_OUTOFMEMORY; |
| } |