| /* |
| * 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 2009-2010 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 <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_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context); |
| |
| static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| ERR("Undefined state.\n"); |
| } |
| |
| static void state_nop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state)); |
| } |
| |
| static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| WINED3DFILLMODE Value = stateblock->state.render_states[WINED3DRS_FILLMODE]; |
| |
| switch(Value) { |
| case WINED3DFILL_POINT: |
| glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); |
| checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)"); |
| break; |
| case WINED3DFILL_WIREFRAME: |
| glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
| checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)"); |
| break; |
| case WINED3DFILL_SOLID: |
| glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
| checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)"); |
| break; |
| default: |
| FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value); |
| } |
| } |
| |
| static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| /* 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 (stateblock->state.render_states[WINED3DRS_LIGHTING] |
| && !stateblock->device->strided_streams.position_transformed) |
| { |
| glEnable(GL_LIGHTING); |
| checkGLcall("glEnable GL_LIGHTING"); |
| } else { |
| glDisable(GL_LIGHTING); |
| checkGLcall("glDisable GL_LIGHTING"); |
| } |
| } |
| |
| static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| /* No z test without depth stencil buffers */ |
| if (!stateblock->device->depth_stencil) |
| { |
| TRACE("No Z buffer - disabling depth test\n"); |
| glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */ |
| checkGLcall("glDisable GL_DEPTH_TEST"); |
| return; |
| } |
| |
| switch (stateblock->state.render_states[WINED3DRS_ZENABLE]) |
| { |
| case WINED3DZB_FALSE: |
| glDisable(GL_DEPTH_TEST); |
| checkGLcall("glDisable GL_DEPTH_TEST"); |
| break; |
| case WINED3DZB_TRUE: |
| glEnable(GL_DEPTH_TEST); |
| checkGLcall("glEnable GL_DEPTH_TEST"); |
| break; |
| case WINED3DZB_USEW: |
| glEnable(GL_DEPTH_TEST); |
| checkGLcall("glEnable GL_DEPTH_TEST"); |
| FIXME("W buffer is not well handled\n"); |
| break; |
| default: |
| FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n", |
| stateblock->state.render_states[WINED3DRS_ZENABLE]); |
| } |
| } |
| |
| static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| /* glFrontFace() is set in context.c at context init and on an |
| * offscreen / onscreen rendering switch. */ |
| switch (stateblock->state.render_states[WINED3DRS_CULLMODE]) |
| { |
| case WINED3DCULL_NONE: |
| glDisable(GL_CULL_FACE); |
| checkGLcall("glDisable GL_CULL_FACE"); |
| break; |
| case WINED3DCULL_CW: |
| glEnable(GL_CULL_FACE); |
| checkGLcall("glEnable GL_CULL_FACE"); |
| glCullFace(GL_FRONT); |
| checkGLcall("glCullFace(GL_FRONT)"); |
| break; |
| case WINED3DCULL_CCW: |
| glEnable(GL_CULL_FACE); |
| checkGLcall("glEnable GL_CULL_FACE"); |
| glCullFace(GL_BACK); |
| checkGLcall("glCullFace(GL_BACK)"); |
| break; |
| default: |
| FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n", |
| stateblock->state.render_states[WINED3DRS_CULLMODE]); |
| } |
| } |
| |
| static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| switch (stateblock->state.render_states[WINED3DRS_SHADEMODE]) |
| { |
| case WINED3DSHADE_FLAT: |
| glShadeModel(GL_FLAT); |
| checkGLcall("glShadeModel(GL_FLAT)"); |
| break; |
| case WINED3DSHADE_GOURAUD: |
| glShadeModel(GL_SMOOTH); |
| checkGLcall("glShadeModel(GL_SMOOTH)"); |
| break; |
| case WINED3DSHADE_PHONG: |
| FIXME("WINED3DSHADE_PHONG isn't supported\n"); |
| break; |
| default: |
| FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n", |
| stateblock->state.render_states[WINED3DRS_SHADEMODE]); |
| } |
| } |
| |
| static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_DITHERENABLE]) |
| { |
| glEnable(GL_DITHER); |
| checkGLcall("glEnable GL_DITHER"); |
| } |
| else |
| { |
| glDisable(GL_DITHER); |
| checkGLcall("glDisable GL_DITHER"); |
| } |
| } |
| |
| static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. |
| * If yes, this has to be merged with ZENABLE and ZFUNC. */ |
| if (stateblock->state.render_states[WINED3DRS_ZWRITEENABLE]) |
| { |
| glDepthMask(1); |
| checkGLcall("glDepthMask(1)"); |
| } |
| else |
| { |
| glDepthMask(0); |
| checkGLcall("glDepthMask(0)"); |
| } |
| } |
| |
| static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| GLenum depth_func = CompareFunc(stateblock->state.render_states[WINED3DRS_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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| float col[4]; |
| D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_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_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0]; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| int srcBlend = GL_ZERO; |
| int dstBlend = GL_ZERO; |
| |
| /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific |
| * blending parameters to work. */ |
| if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE] |
| || stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS] |
| || stateblock->state.render_states[WINED3DRS_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; |
| }; |
| |
| switch (stateblock->state.render_states[WINED3DRS_DESTBLEND]) |
| { |
| case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break; |
| case WINED3DBLEND_ONE : dstBlend = GL_ONE; break; |
| case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break; |
| case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break; |
| case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break; |
| case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break; |
| case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break; |
| case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break; |
| |
| /* To compensate 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 D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO |
| */ |
| case WINED3DBLEND_DESTALPHA : |
| dstBlend = target->resource.format->alpha_mask ? GL_DST_ALPHA : GL_ONE; |
| break; |
| case WINED3DBLEND_INVDESTALPHA : |
| dstBlend = target->resource.format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO; |
| break; |
| |
| case WINED3DBLEND_SRCALPHASAT : |
| dstBlend = GL_SRC_ALPHA_SATURATE; |
| WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n"); |
| break; |
| |
| /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending |
| * values which are still valid up to d3d9. They should not occur as dest blend values |
| */ |
| case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA; |
| srcBlend = GL_SRC_ALPHA; |
| FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n"); |
| break; |
| |
| case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; |
| srcBlend = GL_ONE_MINUS_SRC_ALPHA; |
| FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n"); |
| break; |
| |
| case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break; |
| case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break; |
| default: |
| FIXME("Unrecognized dst blend value %#x.\n", |
| stateblock->state.render_states[WINED3DRS_DESTBLEND]); |
| } |
| |
| switch (stateblock->state.render_states[WINED3DRS_SRCBLEND]) |
| { |
| case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break; |
| case WINED3DBLEND_ONE : srcBlend = GL_ONE; break; |
| case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break; |
| case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break; |
| case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break; |
| case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break; |
| case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break; |
| case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break; |
| case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break; |
| |
| case WINED3DBLEND_DESTALPHA : |
| srcBlend = target->resource.format->alpha_mask ? GL_DST_ALPHA : GL_ONE; |
| break; |
| case WINED3DBLEND_INVDESTALPHA : |
| srcBlend = target->resource.format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO; |
| break; |
| |
| case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA; |
| dstBlend = GL_ONE_MINUS_SRC_ALPHA; |
| break; |
| |
| case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; |
| dstBlend = GL_SRC_ALPHA; |
| break; |
| |
| case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break; |
| case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break; |
| default: |
| FIXME("Unrecognized src blend value %#x.\n", |
| stateblock->state.render_states[WINED3DRS_SRCBLEND]); |
| } |
| |
| if (stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS] |
| || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE]) |
| { |
| glEnable(GL_LINE_SMOOTH); |
| checkGLcall("glEnable(GL_LINE_SMOOTH)"); |
| if(srcBlend != GL_SRC_ALPHA) { |
| WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n"); |
| } |
| if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) { |
| WARN("WINED3DRS_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(WINED3DRS_BLENDOP))) { |
| state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context); |
| } |
| |
| if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE]) |
| { |
| int srcBlendAlpha = GL_ZERO; |
| int dstBlendAlpha = GL_ZERO; |
| |
| /* 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; |
| } |
| |
| switch (stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA]) |
| { |
| case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break; |
| case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break; |
| case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break; |
| case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break; |
| case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break; |
| case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break; |
| case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break; |
| case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break; |
| case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break; |
| case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break; |
| case WINED3DBLEND_SRCALPHASAT : |
| dstBlend = GL_SRC_ALPHA_SATURATE; |
| WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n"); |
| break; |
| /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending |
| * values which are still valid up to d3d9. They should not occur as dest blend values |
| */ |
| case WINED3DBLEND_BOTHSRCALPHA : |
| dstBlendAlpha = GL_SRC_ALPHA; |
| srcBlendAlpha = GL_SRC_ALPHA; |
| FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n"); |
| break; |
| case WINED3DBLEND_BOTHINVSRCALPHA : |
| dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; |
| srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; |
| FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n"); |
| break; |
| case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break; |
| case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break; |
| default: |
| FIXME("Unrecognized dst blend alpha value %#x.\n", |
| stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA]); |
| } |
| |
| switch (stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA]) |
| { |
| case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break; |
| case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break; |
| case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break; |
| case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break; |
| case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break; |
| case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break; |
| case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break; |
| case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break; |
| case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break; |
| case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break; |
| case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break; |
| case WINED3DBLEND_BOTHSRCALPHA : |
| srcBlendAlpha = GL_SRC_ALPHA; |
| dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; |
| break; |
| case WINED3DBLEND_BOTHINVSRCALPHA : |
| srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; |
| dstBlendAlpha = GL_SRC_ALPHA; |
| break; |
| case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break; |
| case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break; |
| default: |
| FIXME("Unrecognized src blend alpha value %#x.\n", |
| stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA]); |
| } |
| |
| 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 WINED3DRS_ALPHABLENDENABLE state, |
| so it may need updating */ |
| if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE]) |
| stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context); |
| } |
| |
| static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n"); |
| } |
| |
| static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| float col[4]; |
| |
| TRACE("Setting blend factor to %#x.\n", stateblock->state.render_states[WINED3DRS_BLENDFACTOR]); |
| D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_BLENDFACTOR], col); |
| GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3])); |
| checkGLcall("glBlendColor"); |
| } |
| |
| static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| int glParm = 0; |
| float ref; |
| BOOL enable_ckey = FALSE; |
| |
| TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context); |
| |
| /* 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 WINED3DRS_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 (stateblock->state.textures[0]) |
| { |
| IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0]; |
| GLenum texture_dimensions = texture->baseTexture.target; |
| |
| if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB) |
| { |
| IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0]; |
| |
| if (surf->CKeyFlags & WINEDDSD_CKSRCBLT) |
| { |
| /* The surface conversion does not do color keying conversion for surfaces that have an alpha |
| * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the |
| * surface has alpha bits */ |
| if (!surf->resource.format->alpha_mask) enable_ckey = TRUE; |
| } |
| } |
| } |
| |
| if (enable_ckey || context->last_was_ckey) |
| stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context); |
| context->last_was_ckey = enable_ckey; |
| |
| if (stateblock->state.render_states[WINED3DRS_ALPHATESTENABLE] |
| || (stateblock->state.render_states[WINED3DRS_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 (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey) |
| { |
| glParm = GL_NOTEQUAL; |
| ref = 0.0f; |
| } else { |
| ref = ((float)stateblock->state.render_states[WINED3DRS_ALPHAREF]) / 255.0f; |
| glParm = CompareFunc(stateblock->state.render_states[WINED3DRS_ALPHAFUNC]); |
| } |
| if(glParm) { |
| glAlphaFunc(glParm, ref); |
| checkGLcall("glAlphaFunc"); |
| } |
| } |
| |
| static void state_clipping(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_state *state = &stateblock->state; |
| DWORD enable = 0xFFFFFFFF; |
| DWORD disable = 0x00000000; |
| |
| if (!stateblock->device->vs_clipping && use_vs(state)) |
| { |
| /* 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[WINED3DRS_CLIPPLANEENABLE]) |
| { |
| static BOOL warned = FALSE; |
| if(!warned) { |
| FIXME("Clipping not supported with vertex shaders\n"); |
| warned = TRUE; |
| } |
| } |
| return; |
| } |
| |
| /* 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[WINED3DRS_CLIPPING]) |
| { |
| enable = state->render_states[WINED3DRS_CLIPPLANEENABLE]; |
| disable = ~state->render_states[WINED3DRS_CLIPPLANEENABLE]; |
| if (gl_info->supported[ARB_DEPTH_CLAMP]) |
| { |
| glDisable(GL_DEPTH_CLAMP); |
| checkGLcall("glDisable(GL_DEPTH_CLAMP)"); |
| } |
| } else { |
| disable = 0xffffffff; |
| enable = 0x00; |
| if (gl_info->supported[ARB_DEPTH_CLAMP]) |
| { |
| glEnable(GL_DEPTH_CLAMP); |
| checkGLcall("glEnable(GL_DEPTH_CLAMP)"); |
| } |
| else |
| { |
| FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n"); |
| } |
| } |
| |
| 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)"); } |
| |
| /** update clipping status */ |
| if (enable) |
| { |
| stateblock->state.clip_status.ClipUnion = 0; |
| stateblock->state.clip_status.ClipIntersection = 0xFFFFFFFF; |
| } |
| else |
| { |
| stateblock->state.clip_status.ClipUnion = 0; |
| stateblock->state.clip_status.ClipIntersection = 0; |
| } |
| } |
| |
| static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| WARN("Unsupported in local OpenGL implementation: glBlendEquation\n"); |
| } |
| |
| static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| int blendEquation = GL_FUNC_ADD; |
| int blendEquationAlpha = GL_FUNC_ADD; |
| |
| /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */ |
| if (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA] |
| && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE]) |
| { |
| WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n"); |
| return; |
| } |
| |
| switch (stateblock->state.render_states[WINED3DRS_BLENDOP]) |
| { |
| case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break; |
| case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break; |
| case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break; |
| case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break; |
| case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break; |
| default: |
| FIXME("Unrecognized/Unhandled D3DBLENDOP value %#x.\n", |
| stateblock->state.render_states[WINED3DRS_BLENDOP]); |
| } |
| |
| switch (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]) |
| { |
| case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break; |
| case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break; |
| case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break; |
| case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break; |
| case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break; |
| default: |
| FIXME("Unrecognized/Unhandled D3DBLENDOP value %#x\n", |
| stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]); |
| } |
| |
| if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE]) |
| { |
| TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha); |
| GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha)); |
| checkGLcall("glBlendEquationSeparateEXT"); |
| } else { |
| TRACE("glBlendEquation(%x)\n", blendEquation); |
| GL_EXTCALL(glBlendEquationEXT(blendEquation)); |
| checkGLcall("glBlendEquation"); |
| } |
| } |
| |
| static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| 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 WINED3DRS_SPECULARENABLE is enabled or not. |
| */ |
| |
| TRACE("Setting specular enable state and materials\n"); |
| if (stateblock->state.render_states[WINED3DRS_SPECULARENABLE]) |
| { |
| glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&stateblock->state.material.Specular); |
| checkGLcall("glMaterialfv"); |
| |
| if (stateblock->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 = %f, limit %f\n", stateblock->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, stateblock->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("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device, |
| stateblock->state.material.Diffuse.r, stateblock->state.material.Diffuse.g, |
| stateblock->state.material.Diffuse.b, stateblock->state.material.Diffuse.a); |
| TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device, |
| stateblock->state.material.Ambient.r, stateblock->state.material.Ambient.g, |
| stateblock->state.material.Ambient.b, stateblock->state.material.Ambient.a); |
| TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device, |
| stateblock->state.material.Specular.r, stateblock->state.material.Specular.g, |
| stateblock->state.material.Specular.b, stateblock->state.material.Specular.a); |
| TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device, |
| stateblock->state.material.Emissive.r, stateblock->state.material.Emissive.g, |
| stateblock->state.material.Emissive.b, stateblock->state.material.Emissive.a); |
| |
| glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&stateblock->state.material.Ambient); |
| checkGLcall("glMaterialfv(GL_AMBIENT)"); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&stateblock->state.material.Diffuse); |
| checkGLcall("glMaterialfv(GL_DIFFUSE)"); |
| glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&stateblock->state.material.Emissive); |
| checkGLcall("glMaterialfv(GL_EMISSION)"); |
| } |
| |
| static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| 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(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col); |
| |
| /* And now the default texture color as well */ |
| for (i = 0; i < gl_info->limits.texture_stages; ++i) |
| { |
| /* Note the WINED3DRS value applies to all textures, but GL has one |
| * per texture, so apply it now ready to be used! |
| */ |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); |
| checkGLcall("glActiveTextureARB"); |
| |
| 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 void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| 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 (!stateblock->device->depth_stencil) |
| { |
| glDisable(GL_STENCIL_TEST); |
| checkGLcall("glDisable GL_STENCIL_TEST"); |
| return; |
| } |
| |
| onesided_enable = stateblock->state.render_states[WINED3DRS_STENCILENABLE]; |
| twosided_enable = stateblock->state.render_states[WINED3DRS_TWOSIDEDSTENCILMODE]; |
| if (!(func = CompareFunc(stateblock->state.render_states[WINED3DRS_STENCILFUNC]))) |
| func = GL_ALWAYS; |
| if (!(func_ccw = CompareFunc(stateblock->state.render_states[WINED3DRS_CCW_STENCILFUNC]))) |
| func_ccw = GL_ALWAYS; |
| ref = stateblock->state.render_states[WINED3DRS_STENCILREF]; |
| mask = stateblock->state.render_states[WINED3DRS_STENCILMASK]; |
| stencilFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILFAIL]); |
| depthFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILZFAIL]); |
| stencilPass = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILPASS]); |
| stencilFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILFAIL]); |
| depthFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILZFAIL]); |
| stencilPass_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| DWORD mask = stateblock->device->depth_stencil ? stateblock->state.render_states[WINED3DRS_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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| DWORD mask = stateblock->device->depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0; |
| |
| glStencilMask(mask); |
| checkGLcall("glStencilMask"); |
| } |
| |
| static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| |
| TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context); |
| |
| if (!stateblock->state.render_states[WINED3DRS_FOGENABLE]) return; |
| |
| /* Table fog on: Never use fog coords, and use per-fragment fog */ |
| if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_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; |
| } |
| return; |
| } |
| |
| /* Otherwise use per-vertex fog in any case */ |
| glHint(GL_FOG_HINT, GL_FASTEST); |
| |
| if (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_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; |
| } |
| } |
| } |
| |
| void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| 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 = stateblock->state.render_states[WINED3DRS_FOGSTART]; |
| fogstart = tmpvalue.f; |
| tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGEND]; |
| fogend = tmpvalue.f; |
| /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/ |
| if(fogstart == fogend) { |
| fogstart = -1.0f / 0.0f; |
| 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(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_state *state = &stateblock->state; |
| enum fogsource new_source; |
| |
| TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context); |
| |
| if (!state->render_states[WINED3DRS_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[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_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[WINED3DRS_FOGVERTEXMODE]) |
| { |
| /* If processed vertices are used, fall through to the NONE case */ |
| case WINED3DFOG_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 WINED3DFOG_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 WINED3DFOG_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 WINED3DFOG_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 WINED3DRS_FOGVERTEXMODE %#x.\n", |
| state->render_states[WINED3DRS_FOGVERTEXMODE]); |
| new_source = FOGSOURCE_FFP; /* Make the compiler happy */ |
| } |
| } |
| } else { |
| new_source = FOGSOURCE_FFP; |
| |
| switch (state->render_states[WINED3DRS_FOGTABLEMODE]) |
| { |
| case WINED3DFOG_EXP: |
| glFogi(GL_FOG_MODE, GL_EXP); |
| checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)"); |
| break; |
| |
| case WINED3DFOG_EXP2: |
| glFogi(GL_FOG_MODE, GL_EXP2); |
| checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)"); |
| break; |
| |
| case WINED3DFOG_LINEAR: |
| glFogi(GL_FOG_MODE, GL_LINEAR); |
| checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)"); |
| break; |
| |
| case WINED3DFOG_NONE: /* Won't happen */ |
| default: |
| FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n", |
| state->render_states[WINED3DRS_FOGTABLEMODE]); |
| } |
| } |
| |
| glEnableWINE(GL_FOG); |
| checkGLcall("glEnable GL_FOG"); |
| if(new_source != context->fog_source) { |
| context->fog_source = new_source; |
| state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context); |
| } |
| } |
| |
| static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE]) |
| WARN("Range fog enabled, but not supported by this opengl implementation\n"); |
| } |
| |
| static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE]) |
| { |
| glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV); |
| checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)"); |
| } else { |
| 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_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| float col[4]; |
| D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_FOGCOLOR], col); |
| glFogfv(GL_FOG_COLOR, &col[0]); |
| checkGLcall("glFog GL_FOG_COLOR"); |
| } |
| |
| void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGDENSITY]; |
| glFogfv(GL_FOG_DENSITY, &tmpvalue.f); |
| checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)"); |
| } |
| |
| static void state_colormat(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_state *state = &stateblock->state; |
| IWineD3DDeviceImpl *device = stateblock->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[WINED3DRS_COLORVERTEX]) |
| { |
| TRACE("diff %d, amb %d, emis %d, spec %d\n", |
| state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE], |
| state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE], |
| state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE], |
| state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]); |
| |
| if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) |
| { |
| if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) |
| Parm = GL_AMBIENT_AND_DIFFUSE; |
| else |
| Parm = GL_DIFFUSE; |
| if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) |
| { |
| context->untracked_materials[context->num_untracked_materials] = GL_EMISSION; |
| context->num_untracked_materials++; |
| } |
| if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) |
| { |
| context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR; |
| context->num_untracked_materials++; |
| } |
| } |
| else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) |
| { |
| Parm = GL_AMBIENT; |
| if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) |
| { |
| context->untracked_materials[context->num_untracked_materials] = GL_EMISSION; |
| context->num_untracked_materials++; |
| } |
| if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) |
| { |
| context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR; |
| context->num_untracked_materials++; |
| } |
| } |
| else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) |
| { |
| Parm = GL_EMISSION; |
| if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) |
| { |
| context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR; |
| context->num_untracked_materials++; |
| } |
| } |
| else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_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[WINED3DRS_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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| union { |
| DWORD d; |
| WINED3DLINEPATTERN lp; |
| } tmppattern; |
| tmppattern.d = stateblock->state.render_states[WINED3DRS_LINEPATTERN]; |
| |
| TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern); |
| |
| if (tmppattern.lp.wRepeatFactor) { |
| glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern); |
| 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_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| if (stateblock->state.render_states[WINED3DRS_ZBIAS]) |
| { |
| tmpvalue.d = stateblock->state.render_states[WINED3DRS_ZBIAS]; |
| TRACE("ZBias value %f\n", tmpvalue.f); |
| glPolygonOffset(0, -tmpvalue.f); |
| checkGLcall("glPolygonOffset(0, -Value)"); |
| glEnable(GL_POLYGON_OFFSET_FILL); |
| checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);"); |
| glEnable(GL_POLYGON_OFFSET_LINE); |
| checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);"); |
| glEnable(GL_POLYGON_OFFSET_POINT); |
| checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);"); |
| } else { |
| glDisable(GL_POLYGON_OFFSET_FILL); |
| checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);"); |
| glDisable(GL_POLYGON_OFFSET_LINE); |
| checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);"); |
| glDisable(GL_POLYGON_OFFSET_POINT); |
| checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);"); |
| } |
| } |
| |
| |
| static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| 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 (stateblock->state.render_states[WINED3DRS_NORMALIZENORMALS] |
| && (stateblock->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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN]; |
| if (tmpvalue.f != 1.0f) |
| { |
| FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f); |
| } |
| tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX]; |
| if (tmpvalue.f != 64.0f) |
| { |
| FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f); |
| } |
| |
| } |
| |
| static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| union |
| { |
| DWORD d; |
| float f; |
| } min, max; |
| |
| min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN]; |
| max.d = stateblock->state.render_states[WINED3DRS_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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| union |
| { |
| DWORD d; |
| float f; |
| } min, max; |
| |
| min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN]; |
| max.d = stateblock->state.render_states[WINED3DRS_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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| 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 = stateblock->state.render_states[WINED3DRS_POINTSIZE]; |
| A.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_A]; |
| B.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_B]; |
| C.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_C]; |
| |
| if (stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE]) |
| { |
| GLfloat scaleFactor; |
| DWORD h = stateblock->state.viewport.Height; |
| |
| 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(stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE]) |
| { |
| WARN("POINT_PARAMETERS not supported in this version of opengl\n"); |
| } |
| |
| glPointSize(pointSize.f); |
| checkGLcall("glPointSize(...);"); |
| } |
| |
| static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| WARN("token: %#x\n", stateblock->state.render_states[WINED3DRS_DEBUGMONITORTOKEN]); |
| } |
| |
| static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| DWORD mask0 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE]; |
| DWORD mask1 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1]; |
| DWORD mask2 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2]; |
| DWORD mask3 = stateblock->state.render_states[WINED3DRS_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("WINED3DRS_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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| set_color_mask(context->gl_info, 0, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE]); |
| } |
| |
| static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| set_color_mask(context->gl_info, 1, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1]); |
| } |
| |
| static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| set_color_mask(context->gl_info, 2, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2]); |
| } |
| |
| static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| set_color_mask(context->gl_info, 3, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3]); |
| } |
| |
| static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| static BOOL warned; |
| |
| /* TODO: NV_POINT_SPRITE */ |
| if (!warned && stateblock->state.render_states[WINED3DRS_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(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_state *state = &stateblock->state; |
| |
| if (state->render_states[WINED3DRS_POINTSPRITEENABLE]) |
| { |
| static BOOL warned; |
| |
| if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned) |
| { |
| if (use_ps(state) || state->lowest_disabled_stage > gl_info->limits.point_sprite_units) |
| { |
| FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n"); |
| warned = TRUE; |
| } |
| } |
| |
| 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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| /** |
| http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/ |
| http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp |
| Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem. |
| http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248 |
| |
| so far as I can tell, wrapping and texture-coordinate generate go hand in hand, |
| */ |
| if (stateblock->state.render_states[WINED3DRS_WRAP0] |
| || stateblock->state.render_states[WINED3DRS_WRAP1] |
| || stateblock->state.render_states[WINED3DRS_WRAP2] |
| || stateblock->state.render_states[WINED3DRS_WRAP3] |
| || stateblock->state.render_states[WINED3DRS_WRAP4] |
| || stateblock->state.render_states[WINED3DRS_WRAP5] |
| || stateblock->state.render_states[WINED3DRS_WRAP6] |
| || stateblock->state.render_states[WINED3DRS_WRAP7] |
| || stateblock->state.render_states[WINED3DRS_WRAP8] |
| || stateblock->state.render_states[WINED3DRS_WRAP9] |
| || stateblock->state.render_states[WINED3DRS_WRAP10] |
| || stateblock->state.render_states[WINED3DRS_WRAP11] |
| || stateblock->state.render_states[WINED3DRS_WRAP12] |
| || stateblock->state.render_states[WINED3DRS_WRAP13] |
| || stateblock->state.render_states[WINED3DRS_WRAP14] |
| || stateblock->state.render_states[WINED3DRS_WRAP15]) |
| { |
| FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n"); |
| } |
| } |
| |
| static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS]) |
| WARN("Multisample antialiasing not supported by gl\n"); |
| } |
| |
| static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS]) |
| { |
| glEnable(GL_MULTISAMPLE_ARB); |
| checkGLcall("glEnable(GL_MULTISAMPLE_ARB)"); |
| } else { |
| glDisable(GL_MULTISAMPLE_ARB); |
| checkGLcall("glDisable(GL_MULTISAMPLE_ARB)"); |
| } |
| } |
| |
| static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_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 1e-6f seem reasonable here. Note that |
| * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't |
| * need to be scaled. */ |
| static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS] |
| || stateblock->state.render_states[WINED3DRS_DEPTHBIAS]) |
| { |
| union |
| { |
| DWORD d; |
| float f; |
| } scale_bias, const_bias; |
| |
| scale_bias.d = stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]; |
| const_bias.d = stateblock->state.render_states[WINED3DRS_DEPTHBIAS]; |
| |
| glEnable(GL_POLYGON_OFFSET_FILL); |
| checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)"); |
| |
| glPolygonOffset(scale_bias.f, const_bias.f * 1e6f); |
| checkGLcall("glPolygonOffset(...)"); |
| } else { |
| glDisable(GL_POLYGON_OFFSET_FILL); |
| checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)"); |
| } |
| } |
| |
| static void state_zvisible(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_ZVISIBLE]) |
| FIXME("WINED3DRS_ZVISIBLE not implemented.\n"); |
| } |
| |
| static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_STIPPLEDALPHA]) |
| FIXME(" Stippled Alpha not supported yet.\n"); |
| } |
| |
| static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_ANTIALIAS]) |
| FIXME("Antialias not supported yet.\n"); |
| } |
| |
| static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff) |
| FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n", |
| stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK]); |
| } |
| |
| static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE) |
| FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n", |
| stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE]); |
| } |
| |
| static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| union { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| tmpvalue.f = 1.0f; |
| |
| if (stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d) |
| { |
| static BOOL displayed = FALSE; |
| |
| tmpvalue.d = stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS]; |
| if(!displayed) |
| FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f); |
| |
| displayed = TRUE; |
| } |
| } |
| |
| static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC) |
| FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n", |
| stateblock->state.render_states[WINED3DRS_POSITIONDEGREE]); |
| } |
| |
| static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR) |
| FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n", |
| stateblock->state.render_states[WINED3DRS_NORMALDEGREE]); |
| } |
| |
| static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]) |
| FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n", |
| stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]); |
| } |
| |
| static void state_nvdb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| union { |
| DWORD d; |
| float f; |
| } zmin, zmax; |
| |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| if (stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB) |
| { |
| zmin.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_Z]; |
| zmax.d = stateblock->state.render_states[WINED3DRS_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(state, stateblock, context); |
| } |
| |
| static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_WRAPU]) |
| FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n"); |
| } |
| |
| static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_WRAPV]) |
| FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n"); |
| } |
| |
| static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_MONOENABLE]) |
| FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n"); |
| } |
| |
| static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_ROP2]) |
| FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n"); |
| } |
| |
| static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_PLANEMASK]) |
| FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n"); |
| } |
| |
| static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_SUBPIXEL]) |
| FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n"); |
| } |
| |
| static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_SUBPIXELX]) |
| FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n"); |
| } |
| |
| static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_STIPPLEENABLE]) |
| FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n"); |
| } |
| |
| static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_MIPMAPLODBIAS]) |
| FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n"); |
| } |
| |
| static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_ANISOTROPY]) |
| FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n"); |
| } |
| |
| static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_FLUSHBATCH]) |
| FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n"); |
| } |
| |
| static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) |
| FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n"); |
| } |
| |
| static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_EXTENTS]) |
| FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n"); |
| } |
| |
| static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_COLORKEYBLENDENABLE]) |
| FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n"); |
| } |
| |
| static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (stateblock->state.render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING]) |
| FIXME("Software vertex processing not implemented.\n"); |
| } |
| |
| /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/ |
| #if defined (GL_VERSION_1_3) |
| # define useext(A) A |
| #elif defined (GL_EXT_texture_env_combine) |
| # define useext(A) A##_EXT |
| #elif defined (GL_ARB_texture_env_combine) |
| # define useext(A) A##_ARB |
| #endif |
| |
| 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, WINED3DTEXTUREOP 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 = useext(GL_COMBINE_ALPHA); |
| src0_target = useext(GL_SOURCE0_ALPHA); |
| src1_target = useext(GL_SOURCE1_ALPHA); |
| src2_target = useext(GL_SOURCE2_ALPHA); |
| opr0_target = useext(GL_OPERAND0_ALPHA); |
| opr1_target = useext(GL_OPERAND1_ALPHA); |
| opr2_target = useext(GL_OPERAND2_ALPHA); |
| scal_target = GL_ALPHA_SCALE; |
| } |
| else { |
| comb_target = useext(GL_COMBINE_RGB); |
| src0_target = useext(GL_SOURCE0_RGB); |
| src1_target = useext(GL_SOURCE1_RGB); |
| src2_target = useext(GL_SOURCE2_RGB); |
| opr0_target = useext(GL_OPERAND0_RGB); |
| opr1_target = useext(GL_OPERAND1_RGB); |
| opr2_target = useext(GL_OPERAND2_RGB); |
| scal_target = useext(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 = WINED3DTOP_SELECTARG1; |
| } |
| |
| 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 WINED3DTOP_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 WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */ |
| case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */ |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); |
| if (op == WINED3DTOP_SELECTARG1) { |
| 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 WINED3DTOP_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 WINED3DTOP_MODULATE2X: |
| 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 WINED3DTOP_MODULATE4X: |
| 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 WINED3DTOP_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 WINED3DTOP_ADDSIGNED: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, useext(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 WINED3DTOP_ADDSIGNED2X: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, useext(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 WINED3DTOP_ADDSMOOTH: |
| 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 WINED3DTOP_BLENDDIFFUSEALPHA: |
| 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, useext(GL_PRIMARY_COLOR)); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, useext(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, useext(GL_PRIMARY_COLOR)); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, useext(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 WINED3DTOP_BLENDTEXTUREALPHA: |
| 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 WINED3DTOP_BLENDFACTORALPHA: |
| 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, useext(GL_CONSTANT)); |
| checkGLcall("GL_TEXTURE_ENV, src1_target, useext(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, useext(GL_CONSTANT)); |
| checkGLcall("GL_TEXTURE_ENV, src3_target, useext(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 WINED3DTOP_BLENDTEXTUREALPHAPM: |
| 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 WINED3DTOP_MODULATEALPHA_ADDCOLOR: |
| 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 WINED3DTOP_MODULATECOLOR_ADDALPHA: |
| 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 WINED3DTOP_MODULATEINVALPHA_ADDCOLOR: |
| 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 WINED3DTOP_MODULATEINVCOLOR_ADDALPHA: |
| 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 WINED3DTOP_MULTIPLYADD: |
| 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 WINED3DTOP_BUMPENVMAP: |
| { |
| } |
| |
| case WINED3DTOP_BUMPENVMAPLUMINANCE: |
| 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 WINED3DTOP_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 WINED3DTOP_SELECTARG1: |
| 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 WINED3DTOP_SELECTARG2: |
| 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 WINED3DTOP_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 WINED3DTOP_MODULATE2X: |
| 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 WINED3DTOP_MODULATE4X: |
| 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 WINED3DTOP_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 WINED3DTOP_ADDSIGNED: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, useext((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 WINED3DTOP_ADDSIGNED2X: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, useext(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 WINED3DTOP_SUBTRACT: |
| if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]) |
| { |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, useext(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 WINED3DTOP_BLENDDIFFUSEALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, useext(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, useext(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 WINED3DTOP_BLENDTEXTUREALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, useext(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 WINED3DTOP_BLENDFACTORALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, useext(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, useext(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 WINED3DTOP_BLENDCURRENTALPHA: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, useext(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, useext(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 WINED3DTOP_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 WINED3DTOP_LERP: |
| glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)); |
| checkGLcall("GL_TEXTURE_ENV, comb_target, useext(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 WINED3DTOP_ADDSMOOTH: |
| 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 WINED3DTOP_BLENDTEXTUREALPHAPM: |
| 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 WINED3DTOP_MODULATEALPHA_ADDCOLOR: |
| 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 WINED3DTOP_MODULATECOLOR_ADDALPHA: |
| 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 WINED3DTOP_MODULATEINVALPHA_ADDCOLOR: |
| 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 WINED3DTOP_MODULATEINVCOLOR_ADDALPHA: |
| 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 WINED3DTOP_MULTIPLYADD: |
| 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 WINED3DTOP_BUMPENVMAPLUMINANCE: |
| case WINED3DTOP_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][WINED3DTSS_COLOROP]; |
| else |
| op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP]; |
| |
| /* Note: If COMBINE4 in effect can't go back to combine! */ |
| switch (op2) { |
| case WINED3DTOP_ADDSMOOTH: |
| case WINED3DTOP_BLENDTEXTUREALPHAPM: |
| case WINED3DTOP_MODULATEALPHA_ADDCOLOR: |
| case WINED3DTOP_MODULATECOLOR_ADDALPHA: |
| case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR: |
| case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA: |
| case WINED3DTOP_MULTIPLYADD: |
| /* Ignore those implemented in both cases */ |
| switch (op) { |
| case WINED3DTOP_SELECTARG1: |
| case WINED3DTOP_SELECTARG2: |
| 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, useext(GL_COMBINE)); |
| checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(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(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage); |
| DWORD mapped_stage = stateblock->device->texUnitMap[stage]; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_state *state = &stateblock->state; |
| |
| 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; |
| } |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); |
| checkGLcall("glActiveTextureARB"); |
| } |
| |
| 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][WINED3DTSS_COLOROP], |
| state->texture_states[stage][WINED3DTSS_COLORARG1], |
| state->texture_states[stage][WINED3DTSS_COLORARG2], |
| state->texture_states[stage][WINED3DTSS_COLORARG0]); |
| } |
| |
| void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage); |
| DWORD mapped_stage = stateblock->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; |
| } |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); |
| checkGLcall("glActiveTextureARB"); |
| } |
| |
| op = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAOP]; |
| arg1 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG1]; |
| arg2 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG2]; |
| arg0 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG0]; |
| |
| if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->state.textures[0]) |
| { |
| IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0]; |
| GLenum texture_dimensions = texture->baseTexture.target; |
| |
| if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB) |
| { |
| IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.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 == WINED3DTOP_DISABLE) |
| { |
| arg1 = WINED3DTA_TEXTURE; |
| op = WINED3DTOP_SELECTARG1; |
| } |
| else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) |
| { |
| if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE]) |
| { |
| arg2 = WINED3DTA_TEXTURE; |
| op = WINED3DTOP_MODULATE; |
| } |
| else arg1 = WINED3DTA_TEXTURE; |
| } |
| else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) |
| { |
| if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE]) |
| { |
| arg1 = WINED3DTA_TEXTURE; |
| op = WINED3DTOP_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, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0, |
| mapped_stage, stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]); |
| } |
| else |
| { |
| set_tex_op(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0); |
| } |
| } |
| |
| static void transform_texture(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| DWORD mapped_stage = stateblock->device->texUnitMap[texUnit]; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_state *state = &stateblock->state; |
| 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; |
| |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); |
| checkGLcall("glActiveTextureARB"); |
| generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU; |
| coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1); |
| |
| set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0], |
| state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], |
| generated, context->last_was_rhw, |
| stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx)) |
| ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id |
| : WINED3DFMT_UNKNOWN, |
| stateblock->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]->baseTexture.pow2Matrix); |
| } |
| } |
| } |
| |
| static void unloadTexCoords(const struct wined3d_gl_info *gl_info) |
| { |
| unsigned int texture_idx; |
| |
| for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx) |
| { |
| GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx)); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| } |
| } |
| |
| static void loadTexCoords(const struct wined3d_gl_info *gl_info, IWineD3DStateBlockImpl *stateblock, |
| const struct wined3d_stream_info *si, GLuint *curVBO) |
| { |
| unsigned int mapped_stage = 0; |
| unsigned int textureNo = 0; |
| |
| for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo) |
| { |
| int coordIdx = stateblock->state.texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX]; |
| |
| mapped_stage = stateblock->device->texUnitMap[textureNo]; |
| if (mapped_stage == WINED3D_UNMAPPED_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]; |
| const struct wined3d_stream_state *stream = &stateblock->state.streams[e->stream_idx]; |
| |
| TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n", |
| textureNo, mapped_stage, coordIdx, e->data); |
| |
| if (*curVBO != e->buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| *curVBO = e->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 + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| 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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| DWORD mapped_stage = stateblock->device->texUnitMap[stage]; |
| static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f }; |
| static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f }; |
| static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f }; |
| static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f }; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| 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; |
| } |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); |
| checkGLcall("glActiveTextureARB"); |
| |
| /* 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, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_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 WINED3DRS_WRAP1 render |
| * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up |
| * to the TEXCOORDINDEX value |
| */ |
| switch (stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 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 WINED3DTSS_TEXCOORDINDEX %#x.\n", |
| stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX]); |
| 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(WINED3DTS_TEXTURE0 + stage))) { |
| transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context); |
| } |
| |
| 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; |
| |
| unloadTexCoords(gl_info); |
| loadTexCoords(gl_info, stateblock, &stateblock->device->strided_streams, &curVBO); |
| } |
| } |
| |
| static void shaderconstant(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_state *state = &stateblock->state; |
| IWineD3DDeviceImpl *device = stateblock->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 tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| IWineD3DPixelShaderImpl *ps = stateblock->state.pixel_shader; |
| |
| if (ps && stage && (ps->baseShader.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(STATE_PIXELSHADERCONSTANT, stateblock, context); |
| } |
| } |
| } |
| |
| static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const DWORD sampler = state - STATE_SAMPLER(0); |
| IWineD3DBaseTextureImpl *texture = stateblock->state.textures[sampler]; |
| |
| TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context); |
| |
| if(!texture) return; |
| /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates |
| * basetexture_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->baseTexture.pow2Matrix_identity; |
| |
| if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler))) |
| { |
| if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler; |
| else context->lastWasPow2Texture &= ~(1 << sampler); |
| transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler], |
| WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context); |
| } |
| } |
| } |
| |
| static void sampler(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| DWORD sampler = state_id - STATE_SAMPLER(0); |
| IWineD3DDeviceImpl *device = stateblock->device; |
| DWORD mapped_stage = device->texUnitMap[sampler]; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_state *state = &stateblock->state; |
| 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; |
| } |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage)); |
| checkGLcall("glActiveTextureARB"); |
| |
| if (state->textures[sampler]) |
| { |
| IWineD3DBaseTextureImpl *texture = state->textures[sampler]; |
| BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE]; |
| |
| texture->baseTexture.texture_ops->texture_bind(texture, srgb); |
| basetexture_apply_state_changes(texture, |
| state->sampler_states[sampler], gl_info); |
| |
| if (gl_info->supported[EXT_TEXTURE_LOD_BIAS]) |
| { |
| tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS]; |
| 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[WINED3DRS_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(WINED3DRS_COLORKEYENABLE, stateblock, context); |
| } |
| } |
| |
| /* Trigger shader constant reloading (for NP2 texcoord fixup) */ |
| if (!texture->baseTexture.pow2Matrix_identity) |
| { |
| device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state); |
| } |
| } |
| else if (mapped_stage < gl_info->limits.textures) |
| { |
| if (sampler < state->lowest_disabled_stage) |
| { |
| /* TODO: What should I do with pixel shaders here ??? */ |
| if (state->render_states[WINED3DRS_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(WINED3DRS_COLORKEYENABLE, stateblock, context); |
| } |
| } /* Otherwise tex_colorop disables the stage */ |
| glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler]); |
| checkGLcall("glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler])"); |
| } |
| } |
| |
| void apply_pixelshader(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_state *state = &stateblock->state; |
| IWineD3DDeviceImpl *device = stateblock->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 WINED3DTSS_COLOROP = WINED3DTOP_DISABLE |
| * make sure to enable them |
| */ |
| for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) { |
| if(!isStateDirty(context, STATE_SAMPLER(i))) { |
| sampler(STATE_SAMPLER(i), stateblock, context); |
| } |
| } |
| 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, WINED3DTSS_COLOROP))) |
| stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context); |
| } |
| context->last_was_pshader = FALSE; |
| } |
| |
| if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) { |
| device->shader_backend->shader_select(context, use_pshader, use_vshader); |
| |
| if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) { |
| shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context); |
| } |
| } |
| } |
| |
| static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); |
| IWineD3DPixelShaderImpl *ps = stateblock->state.pixel_shader; |
| |
| if (ps && stage && (ps->baseShader.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(STATE_PIXELSHADERCONSTANT, stateblock, context); |
| } |
| } |
| } |
| |
| static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| /* 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 (stateblock->device->view_ident) |
| { |
| glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| } |
| else |
| { |
| glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]); |
| checkGLcall("glMultMatrixf"); |
| } |
| } |
| } |
| |
| static void clipplane(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_state *state = &stateblock->state; |
| UINT index = state_id - STATE_CLIPPLANE(0); |
| |
| if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes) |
| { |
| return; |
| } |
| |
| /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */ |
| if (!use_vs(state)) |
| { |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadMatrixf(&state->transforms[WINED3DTS_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. |
| * Use this to swap the y coordinate if necessary |
| */ |
| glMatrixMode(GL_MODELVIEW); |
| glPushMatrix(); |
| glLoadIdentity(); |
| if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f); |
| } |
| |
| TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n", |
| state->clip_planes[index][0], |
| state->clip_planes[index][1], |
| state->clip_planes[index][2], |
| state->clip_planes[index][3]); |
| glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]); |
| checkGLcall("glClipPlane"); |
| |
| glPopMatrix(); |
| } |
| |
| static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)); |
| GLenum glMat; |
| TRACE("Setting world matrix %d\n", matrix); |
| |
| if (matrix >= context->gl_info->limits.blends) |
| { |
| WARN("Unsupported blend matrix set\n"); |
| return; |
| } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_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 (stateblock->device->view_ident) |
| { |
| glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| } |
| else |
| { |
| glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]); |
| checkGLcall("glMultMatrixf"); |
| } |
| } |
| |
| static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| WINED3DVERTEXBLENDFLAGS f = stateblock->state.render_states[WINED3DRS_VERTEXBLEND]; |
| static unsigned int once; |
| |
| if (f == WINED3DVBF_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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| WINED3DVERTEXBLENDFLAGS val = stateblock->state.render_states[WINED3DRS_VERTEXBLEND]; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| static unsigned int once; |
| |
| switch(val) { |
| case WINED3DVBF_1WEIGHTS: |
| case WINED3DVBF_2WEIGHTS: |
| case WINED3DVBF_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(stateblock->state.render_states[WINED3DRS_VERTEXBLEND] + 1)); |
| |
| if (!stateblock->device->vertexBlendUsed) |
| { |
| unsigned int i; |
| for (i = 1; i < gl_info->limits.blends; ++i) |
| { |
| if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) |
| { |
| transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context); |
| } |
| } |
| stateblock->device->vertexBlendUsed = TRUE; |
| } |
| break; |
| |
| case WINED3DVBF_TWEENING: |
| case WINED3DVBF_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 WINED3DVBF_DISABLE: |
| glDisable(GL_VERTEX_BLEND_ARB); |
| checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)"); |
| break; |
| } |
| } |
| |
| static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| 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(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]); |
| checkGLcall("glLoadMatrixf(...)"); |
| |
| /* Reset lights. TODO: Call light apply func */ |
| for (k = 0; k < stateblock->device->maxConcurrentLights; ++k) |
| { |
| light = stateblock->state.lights[k]; |
| if(!light) 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(STATE_CLIPPLANE(k), stateblock, context); |
| } |
| } |
| |
| 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(WINED3DTS_WORLDMATRIX(0)))) { |
| transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context); |
| } |
| |
| /* Avoid looping over a number of matrices if the app never used the functionality */ |
| if (stateblock->device->vertexBlendUsed) |
| { |
| for (k = 1; k < gl_info->limits.blends; ++k) |
| { |
| if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) { |
| transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context); |
| } |
| } |
| } |
| } |
| |
| static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| glMatrixMode(GL_PROJECTION); |
| checkGLcall("glMatrixMode(GL_PROJECTION)"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity"); |
| |
| if (context->last_was_rhw) |
| { |
| double x = stateblock->state.viewport.X; |
| double y = stateblock->state.viewport.Y; |
| double w = stateblock->state.viewport.Width; |
| double h = stateblock->state.viewport.Height; |
| |
| TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h); |
| if (context->render_offscreen) |
| glOrtho(x, x + w, -y, -y - h, 0.0, -1.0); |
| else |
| glOrtho(x, x + w, y + h, y, 0.0, -1.0); |
| checkGLcall("glOrtho"); |
| |
| /* D3D texture coordinates are flipped compared to OpenGL ones, so |
| * render everything upside down when rendering offscreen. */ |
| if (context->render_offscreen) |
| { |
| glScalef(1.0f, -1.0f, 1.0f); |
| checkGLcall("glScalef"); |
| } |
| |
| /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */ |
| glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f); |
| checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)"); |
| } |
| else |
| { |
| /* The rule is that the window coordinate 0 does not correspond to the |
| beginning of the first pixel, but the center of the first pixel. |
| As a consequence if you want to correctly draw one line exactly from |
| the left to the right end of the viewport (with all matrices set to |
| be identity), the x coords of both ends of the line would be not |
| -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width) |
| instead. |
| |
| 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we |
| divide by the Width/Height, so we need the half range(1.0) to translate by |
| half a pixel. |
| |
| The other fun is that d3d's output z range after the transformation is [0;1], |
| but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl |
| scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot |
| of Z buffer precision and the clear values do not match in the z test. Thus scale |
| [0;1] to [-1;1], so when gl undoes that we utilize the full z range |
| */ |
| |
| /* |
| * Careful with the order of operations here, we're essentially working backwards: |
| * x = x + 1/w; |
| * y = (y - 1/h) * flip; |
| * z = z * 2 - 1; |
| * |
| * Becomes: |
| * glTranslatef(0.0, 0.0, -1.0); |
| * glScalef(1.0, 1.0, 2.0); |
| * |
| * glScalef(1.0, flip, 1.0); |
| * glTranslatef(1/w, -1/h, 0.0); |
| * |
| * This is equivalent to: |
| * glTranslatef(1/w, -flip/h, -1.0) |
| * glScalef(1.0, flip, 2.0); |
| */ |
| |
| /* Translate by slightly less than a half pixel to force a top-left |
| * filling convention. 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. */ |
| GLfloat xoffset = (63.0f / 64.0f) / stateblock->state.viewport.Width; |
| GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height; |
| |
| if (context->render_offscreen) |
| { |
| /* D3D texture coordinates are flipped compared to OpenGL ones, so |
| * render everything upside down when rendering offscreen. */ |
| glTranslatef(xoffset, -yoffset, -1.0f); |
| checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)"); |
| glScalef(1.0f, -1.0f, 2.0f); |
| } else { |
| glTranslatef(xoffset, yoffset, -1.0f); |
| checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)"); |
| glScalef(1.0f, 1.0f, 2.0f); |
| } |
| checkGLcall("glScalef"); |
| |
| glMultMatrixf(&stateblock->state.transforms[WINED3DTS_PROJECTION].u.m[0][0]); |
| checkGLcall("glLoadMatrixf"); |
| } |
| } |
| |
| /* This should match any arrays loaded in loadVertexData. |
| * TODO: Only load / unload arrays if we have to. |
| */ |
| static inline void unloadVertexData(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); |
| } |
| unloadTexCoords(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 inline void unloadNumberedArrays(struct wined3d_context *context) |
| { |
| /* disable any attribs (this is the same for both GLSL and ARB modes) */ |
| GLint maxAttribs = 16; |
| int i; |
| |
| /* Leave all the attribs disabled */ |
| glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs); |
| /* MESA does not support it right not */ |
| if (glGetError() != GL_NO_ERROR) |
| maxAttribs = 16; |
| for (i = 0; i < maxAttribs; ++i) { |
| unload_numbered_array(context, i); |
| } |
| } |
| |
| static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, |
| const struct wined3d_stream_info *stream_info, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0; |
| int i; |
| struct wined3d_buffer *vb; |
| DWORD_PTR shift_index; |
| |
| /* Default to no instancing */ |
| stateblock->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); |
| continue; |
| } |
| |
| stream = &stateblock->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); |
| stateblock->device->instancedDraw = TRUE; |
| continue; |
| } |
| |
| TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object); |
| |
| if (stream_info->elements[i].stride) |
| { |
| if (curVBO != stream_info->elements[i].buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| curVBO = stream_info->elements[i].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. */ |
| vb = stream->buffer; |
| if (curVBO && vb->conversion_shift) |
| { |
| TRACE("Loading attribute from shifted buffer\n"); |
| TRACE("Attrib %d has original stride %d, new stride %d\n", |
| i, stream_info->elements[i].stride, vb->conversion_stride); |
| TRACE("Original offset %p, additional offset 0x%08x\n", |
| stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]); |
| TRACE("Opengl type %#x\n", stream_info->elements[i].format->gl_vtx_type); |
| shift_index = ((DWORD_PTR)stream_info->elements[i].data + stream->offset); |
| shift_index = shift_index % stream_info->elements[i].stride; |
| 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, |
| vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index] |
| + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride |
| + stream->offset)); |
| |
| } else { |
| 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 |
| + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride |
| + stream->offset)); |
| } |
| |
| 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 + stream->offset; |
| if (stream_info->elements[i].buffer_object) |
| { |
| vb = stream->buffer; |
| ptr += (ULONG_PTR)buffer_get_sysmem(vb, 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"); |
| } |
| |
| /* Used from 2 different functions, and too big to justify making it inlined */ |
| static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock, |
| const struct wined3d_stream_info *si) |
| { |
| 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; |
| const struct wined3d_stream_state *stream; |
| |
| TRACE("Using fast vertex array code\n"); |
| |
| /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */ |
| stateblock->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]; |
| stream = &stateblock->state.streams[e->stream_idx]; |
| |
| if (gl_info->supported[ARB_VERTEX_BLEND]) |
| { |
| TRACE("Blend %u %p %u\n", e->format->component_count, |
| e->data + stateblock->state.load_base_vertex_index * e->stride, e->stride + stream->offset); |
| |
| glEnableClientState(GL_WEIGHT_ARRAY_ARB); |
| checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)"); |
| |
| GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1)); |
| |
| if (curVBO != e->buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| curVBO = e->buffer_object; |
| } |
| |
| TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n", |
| e->format->gl_vtx_format, |
| e->format->gl_vtx_type, |
| e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset)); |
| |
| 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]; |
| stream = &stateblock->state.streams[e->stream_idx]; |
| |
| if (curVBO != e->buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| curVBO = e->buffer_object; |
| } |
| |
| /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord |
| handling for rhw mode should not impact screen position whereas in GL it does. |
| This may result in very slightly distorted textures in rhw mode. |
| There's always the other option of fixing the view matrix to |
| prevent w from having any effect. |
| |
| This only applies to user pointer sources, in VBOs the vertices are fixed up |
| */ |
| if (!e->buffer_object) |
| { |
| TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| } |
| else |
| { |
| TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", |
| e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| } |
| 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]; |
| stream = &stateblock->state.streams[e->stream_idx]; |
| |
| if (curVBO != e->buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| curVBO = e->buffer_object; |
| } |
| |
| TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| glNormalPointer(e->format->gl_vtx_type, e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| checkGLcall("glNormalPointer(...)"); |
| glEnableClientState(GL_NORMAL_ARRAY); |
| checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)"); |
| |
| } else { |
| glNormal3f(0, 0, 0); |
| checkGLcall("glNormal3f(0, 0, 0)"); |
| } |
| |
| /* Diffuse Colour --------------------------------------------*/ |
| /* WARNING: Data here MUST be in RGBA format, so cannot */ |
| /* go directly into fast mode from app pgm, because */ |
| /* directx requires data in BGRA format. */ |
| /* currently fixupVertices swizzles the format, but this isn't*/ |
| /* very practical when using VBOs */ |
| /* NOTE: Unless we write a vertex shader to swizzle the colour*/ |
| /* , or the user doesn't care and wants the speed advantage */ |
| |
| if (si->use_map & (1 << WINED3D_FFP_DIFFUSE)) |
| { |
| e = &si->elements[WINED3D_FFP_DIFFUSE]; |
| stream = &stateblock->state.streams[e->stream_idx]; |
| |
| if (curVBO != e->buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| curVBO = e->buffer_object; |
| } |
| |
| TRACE("glColorPointer(%#x, %#x %#x, %p);\n", |
| e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| 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]; |
| stream = &stateblock->state.streams[e->stream_idx]; |
| |
| if (gl_info->supported[EXT_SECONDARY_COLOR]) |
| { |
| GLenum type = e->format->gl_vtx_type; |
| GLint format = e->format->gl_vtx_format; |
| |
| if (curVBO != e->buffer_object) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object)); |
| checkGLcall("glBindBufferARB"); |
| curVBO = e->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 + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset)); |
| checkGLcall("glSecondaryColorPointerEXT(format, type, ...)"); |
| } |
| else |
| { |
| switch(type) |
| { |
| case GL_UNSIGNED_BYTE: |
| TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset)); |
| 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 + stateblock->state.load_base_vertex_index * e->stride + stream->offset); |
| GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride, |
| e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset)); |
| 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 -------------------------------------------*/ |
| loadTexCoords(gl_info, stateblock, si, &curVBO); |
| } |
| |
| static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| IWineD3DDeviceImpl *device = stateblock->device; |
| BOOL load_numbered = use_vs(&stateblock->state) && !device->useDrawStridedSlow; |
| BOOL load_named = !use_vs(&stateblock->state) && !device->useDrawStridedSlow; |
| |
| if (context->numberedArraysLoaded && !load_numbered) |
| { |
| unloadNumberedArrays(context); |
| context->numberedArraysLoaded = FALSE; |
| context->numbered_array_mask = 0; |
| } |
| else if (context->namedArraysLoaded) |
| { |
| unloadVertexData(context->gl_info); |
| context->namedArraysLoaded = FALSE; |
| } |
| |
| if (load_numbered) |
| { |
| TRACE("Loading numbered arrays\n"); |
| loadNumberedArrays(stateblock, &device->strided_streams, context); |
| context->numberedArraysLoaded = TRUE; |
| } |
| else if (load_named) |
| { |
| TRACE("Loading vertex data\n"); |
| loadVertexData(context, stateblock, &device->strided_streams); |
| context->namedArraysLoaded = TRUE; |
| } |
| } |
| |
| static void vertexdeclaration(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| const struct wined3d_state *state = &stateblock->state; |
| BOOL useVertexShaderFunction = use_vs(state); |
| BOOL usePixelShaderFunction = use_ps(state); |
| BOOL updateFog = FALSE; |
| IWineD3DDeviceImpl *device = stateblock->device; |
| 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; |
| } |
| |
| if (transformed) { |
| context->last_was_rhw = TRUE; |
| } else { |
| |
| /* Untransformed, so relies on the view and projection matrices */ |
| context->last_was_rhw = FALSE; |
| /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/ |
| device->untransformed = TRUE; |
| } |
| |
| /* 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(WINED3DTS_PROJECTION)) && |
| !isStateDirty(context, STATE_VIEWPORT)) { |
| transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context); |
| } |
| /* 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(WINED3DTS_WORLDMATRIX(0))) && |
| !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) { |
| transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context); |
| } |
| |
| if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) { |
| state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context); |
| } |
| if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) { |
| state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context); |
| } |
| |
| if(context->last_was_vshader) { |
| updateFog = TRUE; |
| if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) { |
| state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context); |
| } |
| for (i = 0; i < gl_info->limits.clipplanes; ++i) |
| { |
| clipplane(STATE_CLIPPLANE(i), stateblock, context); |
| } |
| } |
| if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) { |
| state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context); |
| } |
| } 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 && stateblock->state.render_states[WINED3DRS_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(WINED3DTS_PROJECTION))) { |
| transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context); |
| } |
| if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) { |
| transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context); |
| } |
| } |
| 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(STATE_CLIPPLANE(i), stateblock, context); |
| } |
| } |
| } |
| |
| /* Vertex and pixel shaders are applied together for now, 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(STATE_VERTEXSHADERCONSTANT, stateblock, context); |
| } |
| } |
| |
| context->last_was_vshader = useVertexShaderFunction; |
| |
| if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context); |
| |
| if(!useVertexShaderFunction) { |
| int i; |
| for(i = 0; i < MAX_TEXTURES; i++) { |
| if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) { |
| transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context); |
| } |
| } |
| } |
| } |
| |
| static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0]; |
| UINT width, height; |
| WINED3DVIEWPORT vp = stateblock->state.viewport; |
| |
| if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width; |
| if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height; |
| |
| glDepthRange(vp.MinZ, vp.MaxZ); |
| 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 { |
| 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(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) { |
| transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context); |
| } |
| if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) { |
| state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context); |
| } |
| /* Update the position fixup. */ |
| if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)) |
| shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context); |
| } |
| |
| static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| UINT Index = state - STATE_ACTIVELIGHT(0); |
| const struct wined3d_light_info *lightInfo = stateblock->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(&stateblock->state.transforms[WINED3DTS_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 WINED3DLIGHT_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 WINED3DLIGHT_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 WINED3DLIGHT_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 %d\n", lightInfo->OriginalParms.Type); |
| } |
| |
| /* Restore the modelview matrix */ |
| glPopMatrix(); |
| |
| glEnable(GL_LIGHT0 + Index); |
| checkGLcall("glEnable(GL_LIGHT0 + Index)"); |
| } |
| } |
| |
| static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0]; |
| RECT *pRect = &stateblock->state.scissor_rect; |
| UINT height; |
| UINT width; |
| |
| target->get_drawable_size(context, &width, &height); |
| /* 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("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height, |
| pRect->right - pRect->left, pRect->bottom - pRect->top); |
| |
| if (context->render_offscreen) |
| { |
| glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top); |
| } else { |
| glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top); |
| } |
| checkGLcall("glScissor"); |
| } |
| |
| static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| if (stateblock->state.user_stream || !stateblock->state.index_buffer) |
| { |
| GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0)); |
| } |
| else |
| { |
| struct wined3d_buffer *ib = stateblock->state.index_buffer; |
| GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object)); |
| } |
| } |
| |
| static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| if (context->render_offscreen) |
| { |
| glFrontFace(GL_CCW); |
| checkGLcall("glFrontFace(GL_CCW)"); |
| } else { |
| glFrontFace(GL_CW); |
| checkGLcall("glFrontFace(GL_CW)"); |
| } |
| } |
| |
| const struct StateEntryTemplate misc_state_template[] = { |
| { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_STREAMSRC, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE }, |
| { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE }, |
| { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE }, |
| /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, 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, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), 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(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE }, |
| { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST }, |
| { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE }, |
| { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 }, |
| { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX }, |
| { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 }, |
| { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 }, |
| { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 }, |
| { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR }, |
| { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_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 }, |
| {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(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_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(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE }, |
| /* Fog */ |
| { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE }, |
| { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND }, |
| { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS }, |
| { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS }, |
| { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE }, |
| { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS }, |
| { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS }, |
| { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_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, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_TEXTURESTAGE(7, WINED3DTSS_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(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE }, |
| { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_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 is 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 *pCaps) |
| { |
| pCaps->PrimitiveMiscCaps = 0; |
| pCaps->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]) |
| { |
| pCaps->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]) |
| { |
| pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH | |
| WINED3DTEXOPCAPS_MULTIPLYADD | |
| WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | |
| WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | |
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM; |
| } |
| if (gl_info->supported[ARB_TEXTURE_ENV_DOT3]) |
| pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3; |
| |
| pCaps->MaxTextureBlendStages = gl_info->limits.textures; |
| pCaps->MaxSimultaneousTextures = gl_info->limits.textures; |
| } |
| |
| static HRESULT ffp_fragment_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; } |
| static void ffp_fragment_free(IWineD3DDeviceImpl *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(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| stateblock->device->multistate_funcs[state][0](state, stateblock, context); |
| stateblock->device->multistate_funcs[state][1](state, stateblock, context); |
| } |
| |
| static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) |
| { |
| stateblock->device->multistate_funcs[state][0](state, stateblock, context); |
| stateblock->device->multistate_funcs[state][1](state, stateblock, context); |
| stateblock->device->multistate_funcs[state][2](state, stateblock, context); |
| } |
| |
| 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(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages); |
| last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1); |
| for (i = start; i <= last; ++i) |
| { |
| state_table[i].representative = 0; |
| state_table[i].apply = state_undefined; |
| } |
| |
| start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends)); |
| last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(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}, |
| { 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, |
| }; |
| 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; |
| } |