1 | /*
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2 | * Direct3D state management
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3 | *
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4 | * Copyright 2002 Lionel Ulmer
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5 | * Copyright 2002-2005 Jason Edmeades
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6 | * Copyright 2003-2004 Raphael Junqueira
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7 | * Copyright 2004 Christian Costa
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8 | * Copyright 2005 Oliver Stieber
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9 | * Copyright 2006 Henri Verbeet
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10 | * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
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11 | * Copyright 2009-2011 Henri Verbeet for CodeWeavers
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12 | *
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13 | * This library is free software; you can redistribute it and/or
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14 | * modify it under the terms of the GNU Lesser General Public
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15 | * License as published by the Free Software Foundation; either
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16 | * version 2.1 of the License, or (at your option) any later version.
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17 | *
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18 | * This library is distributed in the hope that it will be useful,
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19 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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20 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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21 | * Lesser General Public License for more details.
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22 | *
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23 | * You should have received a copy of the GNU Lesser General Public
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24 | * License along with this library; if not, write to the Free Software
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25 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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26 | */
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27 |
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28 | /*
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29 | * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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30 | * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
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31 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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32 | * a choice of LGPL license versions is made available with the language indicating
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33 | * that LGPLv2 or any later version may be used, or where a choice of which version
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34 | * of the LGPL is applied is otherwise unspecified.
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35 | */
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36 |
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37 | #include "config.h"
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38 | #include "wine/port.h"
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39 |
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40 | #include <stdio.h>
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41 | #ifdef HAVE_FLOAT_H
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42 | # include <float.h>
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43 | #endif
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44 |
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45 | #include "wined3d_private.h"
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46 |
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47 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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48 | WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
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49 |
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50 | /* Context activation for state handler is done by the caller. */
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51 |
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52 | static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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53 | {
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54 | #ifndef VBOX
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55 | ERR("Undefined state.\n");
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56 | #else
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57 | WARN("Undefined state.\n");
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58 | #endif
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59 | }
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60 |
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61 | static void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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62 | {
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63 | TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
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64 | }
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65 |
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66 | static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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67 | {
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68 | enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
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69 | const struct wined3d_gl_info *gl_info = context->gl_info;
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70 |
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71 | switch (mode)
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72 | {
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73 | case WINED3D_FILL_POINT:
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74 | gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
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75 | checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
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76 | break;
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77 | case WINED3D_FILL_WIREFRAME:
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78 | gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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79 | checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
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80 | break;
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81 | case WINED3D_FILL_SOLID:
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82 | gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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83 | checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
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84 | break;
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85 | default:
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86 | FIXME("Unrecognized fill mode %#x.\n", mode);
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87 | }
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88 | }
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89 |
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90 | static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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91 | {
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92 | const struct wined3d_gl_info *gl_info = context->gl_info;
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93 |
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94 | /* Lighting is not enabled if transformed vertices are drawn, but lighting
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95 | * does not affect the stream sources, so it is not grouped for
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96 | * performance reasons. This state reads the decoded vertex declaration,
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97 | * so if it is dirty don't do anything. The vertex declaration applying
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98 | * function calls this function for updating. */
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99 | if (isStateDirty(context, STATE_VDECL))
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100 | return;
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101 |
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102 | if (state->render_states[WINED3D_RS_LIGHTING]
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103 | && !context->swapchain->device->stream_info.position_transformed)
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104 | {
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105 | gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
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106 | checkGLcall("glEnable GL_LIGHTING");
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107 | }
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108 | else
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109 | {
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110 | gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
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111 | checkGLcall("glDisable GL_LIGHTING");
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112 | }
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113 | }
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114 |
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115 | static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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116 | {
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117 | enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
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118 | const struct wined3d_gl_info *gl_info = context->gl_info;
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119 | static UINT once;
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120 |
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121 | /* No z test without depth stencil buffers */
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122 | if (!state->fb->depth_stencil)
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123 | {
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124 | TRACE("No Z buffer - disabling depth test\n");
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125 | zenable = WINED3D_ZB_FALSE;
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126 | }
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127 |
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128 | switch (zenable)
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129 | {
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130 | case WINED3D_ZB_FALSE:
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131 | gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
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132 | checkGLcall("glDisable GL_DEPTH_TEST");
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133 | break;
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134 | case WINED3D_ZB_TRUE:
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135 | gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
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136 | checkGLcall("glEnable GL_DEPTH_TEST");
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137 | break;
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138 | case WINED3D_ZB_USEW:
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139 | gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
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140 | checkGLcall("glEnable GL_DEPTH_TEST");
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141 | FIXME("W buffer is not well handled\n");
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142 | break;
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143 | default:
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144 | FIXME("Unrecognized depth buffer type %#x.\n", zenable);
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145 | break;
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146 | }
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147 |
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148 | if (context->gl_info->supported[ARB_DEPTH_CLAMP])
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149 | {
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150 | if (!zenable && context->swapchain->device->stream_info.position_transformed)
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151 | {
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152 | gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
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153 | checkGLcall("glEnable(GL_DEPTH_CLAMP)");
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154 | }
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155 | else
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156 | {
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157 | gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
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158 | checkGLcall("glDisable(GL_DEPTH_CLAMP)");
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159 | }
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160 | }
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161 | else if (!zenable && !once++)
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162 | FIXME("Z buffer disabled, but ARB_depth_clamp isn't supported.\n");
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163 | }
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164 |
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165 | static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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166 | {
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167 | const struct wined3d_gl_info *gl_info = context->gl_info;
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168 |
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169 | /* glFrontFace() is set in context.c at context init and on an
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170 | * offscreen / onscreen rendering switch. */
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171 | switch (state->render_states[WINED3D_RS_CULLMODE])
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172 | {
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173 | case WINED3D_CULL_NONE:
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174 | gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
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175 | checkGLcall("glDisable GL_CULL_FACE");
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176 | break;
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177 | case WINED3D_CULL_CW:
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178 | gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
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179 | checkGLcall("glEnable GL_CULL_FACE");
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180 | gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
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181 | checkGLcall("glCullFace(GL_FRONT)");
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182 | break;
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183 | case WINED3D_CULL_CCW:
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184 | gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
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185 | checkGLcall("glEnable GL_CULL_FACE");
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186 | gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
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187 | checkGLcall("glCullFace(GL_BACK)");
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188 | break;
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189 | default:
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190 | FIXME("Unrecognized cull mode %#x.\n",
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191 | state->render_states[WINED3D_RS_CULLMODE]);
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192 | }
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193 | }
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194 |
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195 | static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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196 | {
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197 | const struct wined3d_gl_info *gl_info = context->gl_info;
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198 |
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199 | switch (state->render_states[WINED3D_RS_SHADEMODE])
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200 | {
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201 | case WINED3D_SHADE_FLAT:
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202 | gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
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203 | checkGLcall("glShadeModel(GL_FLAT)");
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204 | break;
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205 | case WINED3D_SHADE_GOURAUD:
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206 | gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
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207 | checkGLcall("glShadeModel(GL_SMOOTH)");
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208 | break;
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209 | case WINED3D_SHADE_PHONG:
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210 | FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
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211 | break;
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212 | default:
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213 | FIXME("Unrecognized shade mode %#x.\n",
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214 | state->render_states[WINED3D_RS_SHADEMODE]);
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215 | }
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216 | }
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217 |
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218 | static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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219 | {
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220 | const struct wined3d_gl_info *gl_info = context->gl_info;
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221 |
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222 | if (state->render_states[WINED3D_RS_DITHERENABLE])
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223 | {
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224 | gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
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225 | checkGLcall("glEnable GL_DITHER");
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226 | }
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227 | else
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228 | {
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229 | gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
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230 | checkGLcall("glDisable GL_DITHER");
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231 | }
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232 | }
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233 |
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234 | static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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235 | {
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236 | const struct wined3d_gl_info *gl_info = context->gl_info;
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237 |
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238 | if (state->render_states[WINED3D_RS_ZWRITEENABLE])
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239 | {
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240 | gl_info->gl_ops.gl.p_glDepthMask(1);
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241 | checkGLcall("glDepthMask(1)");
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242 | }
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243 | else
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244 | {
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245 | gl_info->gl_ops.gl.p_glDepthMask(0);
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246 | checkGLcall("glDepthMask(0)");
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247 | }
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248 | }
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249 |
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250 | static GLenum gl_compare_func(enum wined3d_cmp_func f)
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251 | {
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252 | switch (f)
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253 | {
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254 | case WINED3D_CMP_NEVER:
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255 | return GL_NEVER;
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256 | case WINED3D_CMP_LESS:
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257 | return GL_LESS;
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258 | case WINED3D_CMP_EQUAL:
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259 | return GL_EQUAL;
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260 | case WINED3D_CMP_LESSEQUAL:
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261 | return GL_LEQUAL;
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262 | case WINED3D_CMP_GREATER:
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263 | return GL_GREATER;
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264 | case WINED3D_CMP_NOTEQUAL:
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265 | return GL_NOTEQUAL;
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266 | case WINED3D_CMP_GREATEREQUAL:
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267 | return GL_GEQUAL;
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268 | case WINED3D_CMP_ALWAYS:
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269 | return GL_ALWAYS;
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270 | default:
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271 | FIXME("Unrecognized compare function %#x.\n", f);
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272 | return GL_NONE;
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273 | }
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274 | }
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275 |
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276 | static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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277 | {
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278 | GLenum depth_func = gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
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279 | const struct wined3d_gl_info *gl_info = context->gl_info;
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280 |
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281 | if (!depth_func) return;
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282 |
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283 | gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
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284 | checkGLcall("glDepthFunc");
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285 | }
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286 |
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287 | void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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288 | {
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289 | const struct wined3d_gl_info *gl_info = context->gl_info;
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290 | float col[4];
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291 |
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292 | D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
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293 | TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
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294 | gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
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295 | checkGLcall("glLightModel for MODEL_AMBIENT");
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296 | }
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297 |
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298 | static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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299 | {
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300 | WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
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301 | }
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302 |
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303 | static GLenum gl_blend_op(enum wined3d_blend_op op)
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304 | {
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305 | switch (op)
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306 | {
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307 | case WINED3D_BLEND_OP_ADD:
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308 | return GL_FUNC_ADD_EXT;
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309 | case WINED3D_BLEND_OP_SUBTRACT:
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310 | return GL_FUNC_SUBTRACT_EXT;
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311 | case WINED3D_BLEND_OP_REVSUBTRACT:
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312 | return GL_FUNC_REVERSE_SUBTRACT_EXT;
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313 | case WINED3D_BLEND_OP_MIN:
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314 | return GL_MIN_EXT;
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315 | case WINED3D_BLEND_OP_MAX:
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316 | return GL_MAX_EXT;
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317 | default:
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318 | FIXME("Unhandled blend op %#x.\n", op);
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319 | return GL_NONE;
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320 | }
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321 | }
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322 |
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323 | static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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324 | {
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325 | const struct wined3d_gl_info *gl_info = context->gl_info;
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326 | GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
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327 | GLenum blend_equation = GL_FUNC_ADD_EXT;
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328 |
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329 | /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
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330 | if (state->render_states[WINED3D_RS_BLENDOPALPHA]
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331 | && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
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332 | {
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333 | WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
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334 | return;
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335 | }
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336 |
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337 | blend_equation = gl_blend_op(state->render_states[WINED3D_RS_BLENDOP]);
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338 | blend_equation_alpha = gl_blend_op(state->render_states[WINED3D_RS_BLENDOPALPHA]);
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339 | TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
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340 |
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341 | if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
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342 | {
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343 | GL_EXTCALL(glBlendEquationSeparateEXT(blend_equation, blend_equation_alpha));
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344 | checkGLcall("glBlendEquationSeparateEXT");
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345 | }
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346 | else
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347 | {
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348 | GL_EXTCALL(glBlendEquationEXT(blend_equation));
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349 | checkGLcall("glBlendEquation");
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350 | }
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351 | }
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352 |
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353 | static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
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354 | {
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355 | switch (factor)
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356 | {
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357 | case WINED3D_BLEND_ZERO:
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358 | return GL_ZERO;
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359 | case WINED3D_BLEND_ONE:
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360 | return GL_ONE;
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361 | case WINED3D_BLEND_SRCCOLOR:
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362 | return GL_SRC_COLOR;
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363 | case WINED3D_BLEND_INVSRCCOLOR:
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364 | return GL_ONE_MINUS_SRC_COLOR;
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365 | case WINED3D_BLEND_SRCALPHA:
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366 | return GL_SRC_ALPHA;
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367 | case WINED3D_BLEND_INVSRCALPHA:
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368 | return GL_ONE_MINUS_SRC_ALPHA;
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369 | case WINED3D_BLEND_DESTCOLOR:
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370 | return GL_DST_COLOR;
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371 | case WINED3D_BLEND_INVDESTCOLOR:
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372 | return GL_ONE_MINUS_DST_COLOR;
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373 | /* To compensate for the lack of format switching with backbuffer
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374 | * offscreen rendering, and with onscreen rendering, we modify the
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375 | * alpha test parameters for (INV)DESTALPHA if the render target
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376 | * doesn't support alpha blending. A nonexistent alpha channel
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377 | * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
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378 | * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
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379 | case WINED3D_BLEND_DESTALPHA:
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380 | return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
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381 | case WINED3D_BLEND_INVDESTALPHA:
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382 | return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
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383 | case WINED3D_BLEND_SRCALPHASAT:
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384 | return GL_SRC_ALPHA_SATURATE;
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385 | case WINED3D_BLEND_BLENDFACTOR:
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386 | return GL_CONSTANT_COLOR_EXT;
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387 | case WINED3D_BLEND_INVBLENDFACTOR:
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388 | return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
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389 | default:
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390 | FIXME("Unhandled blend factor %#x.\n", factor);
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391 | return GL_NONE;
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392 | }
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393 | }
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394 |
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395 | static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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396 | {
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397 | const struct wined3d_surface *target = state->fb->render_targets[0];
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398 | const struct wined3d_gl_info *gl_info = context->gl_info;
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399 | GLenum srcBlend, dstBlend;
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400 | enum wined3d_blend d3d_blend;
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401 |
|
---|
402 | /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
|
---|
403 | * blending parameters to work. */
|
---|
404 | if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]
|
---|
405 | || state->render_states[WINED3D_RS_EDGEANTIALIAS]
|
---|
406 | || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
|
---|
407 | {
|
---|
408 | /* Disable blending in all cases even without pixelshaders.
|
---|
409 | * With blending on we could face a big performance penalty.
|
---|
410 | * The d3d9 visual test confirms the behavior. */
|
---|
411 | if (context->render_offscreen
|
---|
412 | && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
|
---|
413 | {
|
---|
414 | gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
|
---|
415 | checkGLcall("glDisable GL_BLEND");
|
---|
416 | return;
|
---|
417 | }
|
---|
418 | else
|
---|
419 | {
|
---|
420 | gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
|
---|
421 | checkGLcall("glEnable GL_BLEND");
|
---|
422 | }
|
---|
423 | }
|
---|
424 | else
|
---|
425 | {
|
---|
426 | gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
|
---|
427 | checkGLcall("glDisable GL_BLEND");
|
---|
428 | /* Nothing more to do - get out */
|
---|
429 | return;
|
---|
430 | };
|
---|
431 |
|
---|
432 | /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
|
---|
433 | * source blending values which are still valid up to d3d9. They should
|
---|
434 | * not occur as dest blend values. */
|
---|
435 | d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
|
---|
436 | if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
|
---|
437 | {
|
---|
438 | srcBlend = GL_SRC_ALPHA;
|
---|
439 | dstBlend = GL_ONE_MINUS_SRC_ALPHA;
|
---|
440 | }
|
---|
441 | else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
|
---|
442 | {
|
---|
443 | srcBlend = GL_ONE_MINUS_SRC_ALPHA;
|
---|
444 | dstBlend = GL_SRC_ALPHA;
|
---|
445 | }
|
---|
446 | else
|
---|
447 | {
|
---|
448 | srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
|
---|
449 | dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND],
|
---|
450 | target->resource.format);
|
---|
451 | }
|
---|
452 |
|
---|
453 | if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
|
---|
454 | || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
|
---|
455 | {
|
---|
456 | gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
|
---|
457 | checkGLcall("glEnable(GL_LINE_SMOOTH)");
|
---|
458 | if (srcBlend != GL_SRC_ALPHA)
|
---|
459 | WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
|
---|
460 | if (dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE)
|
---|
461 | WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
|
---|
462 | }
|
---|
463 | else
|
---|
464 | {
|
---|
465 | gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
|
---|
466 | checkGLcall("glDisable(GL_LINE_SMOOTH)");
|
---|
467 | }
|
---|
468 |
|
---|
469 | /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
|
---|
470 | if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
|
---|
471 | state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
|
---|
472 |
|
---|
473 | if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
|
---|
474 | {
|
---|
475 | GLenum srcBlendAlpha, dstBlendAlpha;
|
---|
476 |
|
---|
477 | /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
|
---|
478 | if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
|
---|
479 | {
|
---|
480 | WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
|
---|
481 | return;
|
---|
482 | }
|
---|
483 |
|
---|
484 | /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
|
---|
485 | * source blending values which are still valid up to d3d9. They should
|
---|
486 | * not occur as dest blend values. */
|
---|
487 | d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
|
---|
488 | if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
|
---|
489 | {
|
---|
490 | srcBlendAlpha = GL_SRC_ALPHA;
|
---|
491 | dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
|
---|
492 | }
|
---|
493 | else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
|
---|
494 | {
|
---|
495 | srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
|
---|
496 | dstBlendAlpha = GL_SRC_ALPHA;
|
---|
497 | }
|
---|
498 | else
|
---|
499 | {
|
---|
500 | srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
|
---|
501 | dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA],
|
---|
502 | target->resource.format);
|
---|
503 | }
|
---|
504 |
|
---|
505 | GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
|
---|
506 | checkGLcall("glBlendFuncSeparateEXT");
|
---|
507 | }
|
---|
508 | else
|
---|
509 | {
|
---|
510 | TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
|
---|
511 | gl_info->gl_ops.gl.p_glBlendFunc(srcBlend, dstBlend);
|
---|
512 | checkGLcall("glBlendFunc");
|
---|
513 | }
|
---|
514 |
|
---|
515 | /* Colorkey fixup for stage 0 alphaop depends on
|
---|
516 | * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
|
---|
517 | if (state->render_states[WINED3D_RS_COLORKEYENABLE])
|
---|
518 | context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
|
---|
519 | }
|
---|
520 |
|
---|
521 | static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
522 | {
|
---|
523 | WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
|
---|
524 | }
|
---|
525 |
|
---|
526 | static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
527 | {
|
---|
528 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
529 | float col[4];
|
---|
530 |
|
---|
531 | TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
|
---|
532 |
|
---|
533 | D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col);
|
---|
534 | GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
|
---|
535 | checkGLcall("glBlendColor");
|
---|
536 | }
|
---|
537 |
|
---|
538 | static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
539 | {
|
---|
540 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
541 | int glParm = 0;
|
---|
542 | float ref;
|
---|
543 | BOOL enable_ckey = FALSE;
|
---|
544 |
|
---|
545 | TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
|
---|
546 |
|
---|
547 | /* Find out if the texture on the first stage has a ckey set
|
---|
548 | * The alpha state func reads the texture settings, even though alpha and texture are not grouped
|
---|
549 | * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
|
---|
550 | * used WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
|
---|
551 | * in case it finds some texture+colorkeyenable combination which needs extra care.
|
---|
552 | */
|
---|
553 | if (state->textures[0])
|
---|
554 | {
|
---|
555 | struct wined3d_surface *surface = surface_from_resource(state->textures[0]->sub_resources[0]);
|
---|
556 |
|
---|
557 | if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
|
---|
558 | enable_ckey = TRUE;
|
---|
559 | }
|
---|
560 |
|
---|
561 | if (enable_ckey || context->last_was_ckey)
|
---|
562 | context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
|
---|
563 | context->last_was_ckey = enable_ckey;
|
---|
564 |
|
---|
565 | if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
|
---|
566 | || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
|
---|
567 | {
|
---|
568 | gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
|
---|
569 | checkGLcall("glEnable GL_ALPHA_TEST");
|
---|
570 | }
|
---|
571 | else
|
---|
572 | {
|
---|
573 | gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
|
---|
574 | checkGLcall("glDisable GL_ALPHA_TEST");
|
---|
575 | /* Alpha test is disabled, don't bother setting the params - it will happen on the next
|
---|
576 | * enable call
|
---|
577 | */
|
---|
578 | return;
|
---|
579 | }
|
---|
580 |
|
---|
581 | if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
|
---|
582 | {
|
---|
583 | glParm = GL_NOTEQUAL;
|
---|
584 | ref = 0.0f;
|
---|
585 | }
|
---|
586 | else
|
---|
587 | {
|
---|
588 | ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
|
---|
589 | glParm = gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
|
---|
590 | }
|
---|
591 | if (glParm)
|
---|
592 | {
|
---|
593 | gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
|
---|
594 | checkGLcall("glAlphaFunc");
|
---|
595 | }
|
---|
596 | }
|
---|
597 |
|
---|
598 | static void shaderconstant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
599 | {
|
---|
600 | context->load_constants = 1;
|
---|
601 | }
|
---|
602 |
|
---|
603 | void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
604 | {
|
---|
605 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
606 | DWORD enable = 0xffffffff;
|
---|
607 | DWORD disable = 0x00000000;
|
---|
608 |
|
---|
609 | if (use_vs(state) && !context->d3d_info->vs_clipping)
|
---|
610 | {
|
---|
611 | static BOOL warned;
|
---|
612 |
|
---|
613 | /* The OpenGL spec says that clipping planes are disabled when using
|
---|
614 | * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
|
---|
615 | * driver keeps clipping planes activated with shaders in some
|
---|
616 | * conditions I got sick of tracking down. The shader state handler
|
---|
617 | * disables all clip planes because of that - don't do anything here
|
---|
618 | * and keep them disabled. */
|
---|
619 | if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
|
---|
620 | FIXME("Clipping not supported with vertex shaders\n");
|
---|
621 | return;
|
---|
622 | }
|
---|
623 |
|
---|
624 | /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
|
---|
625 | * The enabled / disabled planes are hardcoded into the shader. Update the
|
---|
626 | * shader to update the enabled clipplanes. In case of fixed function, we
|
---|
627 | * need to update the clipping field from ffp_vertex_settings. */
|
---|
628 | context->select_shader = 1;
|
---|
629 | context->load_constants = 1;
|
---|
630 |
|
---|
631 | /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
|
---|
632 | * of already set values
|
---|
633 | */
|
---|
634 |
|
---|
635 | /* If enabling / disabling all
|
---|
636 | * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
|
---|
637 | */
|
---|
638 | if (state->render_states[WINED3D_RS_CLIPPING])
|
---|
639 | {
|
---|
640 | enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
|
---|
641 | disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
|
---|
642 | }
|
---|
643 | else
|
---|
644 | {
|
---|
645 | disable = 0xffffffff;
|
---|
646 | enable = 0x00;
|
---|
647 | }
|
---|
648 |
|
---|
649 | if (enable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE0);
|
---|
650 | if (enable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE1);
|
---|
651 | if (enable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE2);
|
---|
652 | if (enable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE3);
|
---|
653 | if (enable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE4);
|
---|
654 | if (enable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE5);
|
---|
655 | checkGLcall("clip plane enable");
|
---|
656 |
|
---|
657 | if (disable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0);
|
---|
658 | if (disable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1);
|
---|
659 | if (disable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2);
|
---|
660 | if (disable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3);
|
---|
661 | if (disable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4);
|
---|
662 | if (disable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5);
|
---|
663 | checkGLcall("clip plane disable");
|
---|
664 | }
|
---|
665 |
|
---|
666 | void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
667 | {
|
---|
668 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
669 | /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
|
---|
670 | * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
|
---|
671 | * specular color. This is wrong:
|
---|
672 | * Separate specular color means the specular colour is maintained separately, whereas
|
---|
673 | * single color means it is merged in. However in both cases they are being used to
|
---|
674 | * some extent.
|
---|
675 | * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
|
---|
676 | * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
|
---|
677 | * running 1.4 yet!
|
---|
678 | *
|
---|
679 | *
|
---|
680 | * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
|
---|
681 | * Instead, we need to setup the FinalCombiner properly.
|
---|
682 | *
|
---|
683 | * The default setup for the FinalCombiner is:
|
---|
684 | *
|
---|
685 | * <variable> <input> <mapping> <usage>
|
---|
686 | * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
|
---|
687 | * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
688 | * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
689 | * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
690 | * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
691 | * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
692 | * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
|
---|
693 | *
|
---|
694 | * That's pretty much fine as it is, except for variable B, which needs to take
|
---|
695 | * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
|
---|
696 | * whether WINED3D_RS_SPECULARENABLE is enabled or not.
|
---|
697 | */
|
---|
698 |
|
---|
699 | TRACE("Setting specular enable state and materials\n");
|
---|
700 | if (state->render_states[WINED3D_RS_SPECULARENABLE])
|
---|
701 | {
|
---|
702 | gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
|
---|
703 | checkGLcall("glMaterialfv");
|
---|
704 |
|
---|
705 | if (state->material.power > gl_info->limits.shininess)
|
---|
706 | {
|
---|
707 | /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
|
---|
708 | * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
|
---|
709 | * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
|
---|
710 | * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
|
---|
711 | * them, it should be safe to do so without major visual distortions.
|
---|
712 | */
|
---|
713 | WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
|
---|
714 | gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
|
---|
715 | }
|
---|
716 | else
|
---|
717 | {
|
---|
718 | gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
|
---|
719 | }
|
---|
720 | checkGLcall("glMaterialf(GL_SHININESS)");
|
---|
721 |
|
---|
722 | if (gl_info->supported[EXT_SECONDARY_COLOR])
|
---|
723 | gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
|
---|
724 | else
|
---|
725 | TRACE("Specular colors cannot be enabled in this version of opengl\n");
|
---|
726 | checkGLcall("glEnable(GL_COLOR_SUM)");
|
---|
727 |
|
---|
728 | if (gl_info->supported[NV_REGISTER_COMBINERS])
|
---|
729 | {
|
---|
730 | GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
|
---|
731 | checkGLcall("glFinalCombinerInputNV()");
|
---|
732 | }
|
---|
733 | } else {
|
---|
734 | static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
---|
735 |
|
---|
736 | /* for the case of enabled lighting: */
|
---|
737 | gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
---|
738 | checkGLcall("glMaterialfv");
|
---|
739 |
|
---|
740 | /* for the case of disabled lighting: */
|
---|
741 | if (gl_info->supported[EXT_SECONDARY_COLOR])
|
---|
742 | gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
|
---|
743 | else
|
---|
744 | TRACE("Specular colors cannot be disabled in this version of opengl\n");
|
---|
745 | checkGLcall("glDisable(GL_COLOR_SUM)");
|
---|
746 |
|
---|
747 | if (gl_info->supported[NV_REGISTER_COMBINERS])
|
---|
748 | {
|
---|
749 | GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
|
---|
750 | checkGLcall("glFinalCombinerInputNV()");
|
---|
751 | }
|
---|
752 | }
|
---|
753 |
|
---|
754 | TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
|
---|
755 | state->material.diffuse.r, state->material.diffuse.g,
|
---|
756 | state->material.diffuse.b, state->material.diffuse.a);
|
---|
757 | TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
|
---|
758 | state->material.ambient.r, state->material.ambient.g,
|
---|
759 | state->material.ambient.b, state->material.ambient.a);
|
---|
760 | TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
|
---|
761 | state->material.specular.r, state->material.specular.g,
|
---|
762 | state->material.specular.b, state->material.specular.a);
|
---|
763 | TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
|
---|
764 | state->material.emissive.r, state->material.emissive.g,
|
---|
765 | state->material.emissive.b, state->material.emissive.a);
|
---|
766 |
|
---|
767 | gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
|
---|
768 | checkGLcall("glMaterialfv(GL_AMBIENT)");
|
---|
769 | gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
|
---|
770 | checkGLcall("glMaterialfv(GL_DIFFUSE)");
|
---|
771 | gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
|
---|
772 | checkGLcall("glMaterialfv(GL_EMISSION)");
|
---|
773 | }
|
---|
774 |
|
---|
775 | static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
776 | {
|
---|
777 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
778 | unsigned int i;
|
---|
779 |
|
---|
780 | /* Note the texture color applies to all textures whereas
|
---|
781 | * GL_TEXTURE_ENV_COLOR applies to active only. */
|
---|
782 | float col[4];
|
---|
783 | D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
|
---|
784 |
|
---|
785 | /* And now the default texture color as well */
|
---|
786 | for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
|
---|
787 | {
|
---|
788 | /* Note the WINED3D_RS value applies to all textures, but GL has one
|
---|
789 | * per texture, so apply it now ready to be used! */
|
---|
790 | context_active_texture(context, gl_info, i);
|
---|
791 |
|
---|
792 | gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
|
---|
793 | checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
|
---|
794 | }
|
---|
795 | }
|
---|
796 |
|
---|
797 | static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
|
---|
798 | GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
|
---|
799 | {
|
---|
800 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
801 |
|
---|
802 | gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
---|
803 | checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
|
---|
804 | GL_EXTCALL(glActiveStencilFaceEXT(face));
|
---|
805 | checkGLcall("glActiveStencilFaceEXT(...)");
|
---|
806 | gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
|
---|
807 | checkGLcall("glStencilFunc(...)");
|
---|
808 | gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
|
---|
809 | checkGLcall("glStencilOp(...)");
|
---|
810 | }
|
---|
811 |
|
---|
812 | static GLenum gl_stencil_op(enum wined3d_stencil_op op)
|
---|
813 | {
|
---|
814 | switch (op)
|
---|
815 | {
|
---|
816 | case WINED3D_STENCIL_OP_KEEP:
|
---|
817 | return GL_KEEP;
|
---|
818 | case WINED3D_STENCIL_OP_ZERO:
|
---|
819 | return GL_ZERO;
|
---|
820 | case WINED3D_STENCIL_OP_REPLACE:
|
---|
821 | return GL_REPLACE;
|
---|
822 | case WINED3D_STENCIL_OP_INCR_SAT:
|
---|
823 | return GL_INCR;
|
---|
824 | case WINED3D_STENCIL_OP_DECR_SAT:
|
---|
825 | return GL_DECR;
|
---|
826 | case WINED3D_STENCIL_OP_INVERT:
|
---|
827 | return GL_INVERT;
|
---|
828 | case WINED3D_STENCIL_OP_INCR:
|
---|
829 | return GL_INCR_WRAP_EXT;
|
---|
830 | case WINED3D_STENCIL_OP_DECR:
|
---|
831 | return GL_DECR_WRAP_EXT;
|
---|
832 | default:
|
---|
833 | FIXME("Unrecognized stencil op %#x.\n", op);
|
---|
834 | return GL_KEEP;
|
---|
835 | }
|
---|
836 | }
|
---|
837 |
|
---|
838 | static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
839 | {
|
---|
840 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
841 | DWORD onesided_enable = FALSE;
|
---|
842 | DWORD twosided_enable = FALSE;
|
---|
843 | GLint func = GL_ALWAYS;
|
---|
844 | GLint func_ccw = GL_ALWAYS;
|
---|
845 | GLint ref = 0;
|
---|
846 | GLuint mask = 0;
|
---|
847 | GLint stencilFail = GL_KEEP;
|
---|
848 | GLint depthFail = GL_KEEP;
|
---|
849 | GLint stencilPass = GL_KEEP;
|
---|
850 | GLint stencilFail_ccw = GL_KEEP;
|
---|
851 | GLint depthFail_ccw = GL_KEEP;
|
---|
852 | GLint stencilPass_ccw = GL_KEEP;
|
---|
853 |
|
---|
854 | /* No stencil test without a stencil buffer. */
|
---|
855 | if (!state->fb->depth_stencil)
|
---|
856 | {
|
---|
857 | gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
|
---|
858 | checkGLcall("glDisable GL_STENCIL_TEST");
|
---|
859 | return;
|
---|
860 | }
|
---|
861 |
|
---|
862 | onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
|
---|
863 | twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
|
---|
864 | if (!(func = gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
|
---|
865 | func = GL_ALWAYS;
|
---|
866 | if (!(func_ccw = gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
|
---|
867 | func_ccw = GL_ALWAYS;
|
---|
868 | ref = state->render_states[WINED3D_RS_STENCILREF];
|
---|
869 | mask = state->render_states[WINED3D_RS_STENCILMASK];
|
---|
870 | stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
|
---|
871 | depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
|
---|
872 | stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
|
---|
873 | stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
|
---|
874 | depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
|
---|
875 | stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
|
---|
876 |
|
---|
877 | TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
|
---|
878 | "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
|
---|
879 | "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
|
---|
880 | onesided_enable, twosided_enable, ref, mask,
|
---|
881 | func, stencilFail, depthFail, stencilPass,
|
---|
882 | func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
|
---|
883 |
|
---|
884 | if (twosided_enable && onesided_enable)
|
---|
885 | {
|
---|
886 | gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
|
---|
887 | checkGLcall("glEnable GL_STENCIL_TEST");
|
---|
888 |
|
---|
889 | if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
|
---|
890 | {
|
---|
891 | /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
|
---|
892 | * which has an effect on the code below too. If we apply the front face
|
---|
893 | * afterwards, we are sure that the active stencil face is set to front,
|
---|
894 | * and other stencil functions which do not use two sided stencil do not have
|
---|
895 | * to set it back
|
---|
896 | */
|
---|
897 | renderstate_stencil_twosided(context, GL_BACK,
|
---|
898 | func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
|
---|
899 | renderstate_stencil_twosided(context, GL_FRONT,
|
---|
900 | func, ref, mask, stencilFail, depthFail, stencilPass);
|
---|
901 | }
|
---|
902 | else if (gl_info->supported[ATI_SEPARATE_STENCIL])
|
---|
903 | {
|
---|
904 | GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
|
---|
905 | checkGLcall("glStencilFuncSeparateATI(...)");
|
---|
906 | GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
|
---|
907 | checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
|
---|
908 | GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
|
---|
909 | checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
|
---|
910 | } else {
|
---|
911 | ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
|
---|
912 | }
|
---|
913 | }
|
---|
914 | else if(onesided_enable)
|
---|
915 | {
|
---|
916 | if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
|
---|
917 | {
|
---|
918 | gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
---|
919 | checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
|
---|
920 | }
|
---|
921 |
|
---|
922 | /* This code disables the ATI extension as well, since the standard stencil functions are equal
|
---|
923 | * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
|
---|
924 | */
|
---|
925 | gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
|
---|
926 | checkGLcall("glEnable GL_STENCIL_TEST");
|
---|
927 | gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
|
---|
928 | checkGLcall("glStencilFunc(...)");
|
---|
929 | gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
|
---|
930 | checkGLcall("glStencilOp(...)");
|
---|
931 | }
|
---|
932 | else
|
---|
933 | {
|
---|
934 | gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
|
---|
935 | checkGLcall("glDisable GL_STENCIL_TEST");
|
---|
936 | }
|
---|
937 | }
|
---|
938 |
|
---|
939 | static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
940 | {
|
---|
941 | DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
|
---|
942 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
943 |
|
---|
944 | GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
|
---|
945 | checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
|
---|
946 | gl_info->gl_ops.gl.p_glStencilMask(mask);
|
---|
947 | checkGLcall("glStencilMask");
|
---|
948 | GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
|
---|
949 | checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
|
---|
950 | gl_info->gl_ops.gl.p_glStencilMask(mask);
|
---|
951 | }
|
---|
952 |
|
---|
953 | static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
954 | {
|
---|
955 | DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
|
---|
956 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
957 |
|
---|
958 | gl_info->gl_ops.gl.p_glStencilMask(mask);
|
---|
959 | checkGLcall("glStencilMask");
|
---|
960 | }
|
---|
961 |
|
---|
962 | static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
963 | {
|
---|
964 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
965 |
|
---|
966 | TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
|
---|
967 |
|
---|
968 | if (!state->render_states[WINED3D_RS_FOGENABLE])
|
---|
969 | return;
|
---|
970 |
|
---|
971 | /* Table fog on: Never use fog coords, and use per-fragment fog */
|
---|
972 | if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
|
---|
973 | {
|
---|
974 | gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
|
---|
975 | if (context->fog_coord)
|
---|
976 | {
|
---|
977 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
---|
978 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
|
---|
979 | context->fog_coord = FALSE;
|
---|
980 | }
|
---|
981 |
|
---|
982 | /* Range fog is only used with per-vertex fog in d3d */
|
---|
983 | if (gl_info->supported[NV_FOG_DISTANCE])
|
---|
984 | {
|
---|
985 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
|
---|
986 | checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
|
---|
987 | }
|
---|
988 | return;
|
---|
989 | }
|
---|
990 |
|
---|
991 | /* Otherwise use per-vertex fog in any case */
|
---|
992 | gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
|
---|
993 |
|
---|
994 | if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
|
---|
995 | {
|
---|
996 | /* No fog at all, or transformed vertices: Use fog coord */
|
---|
997 | if (!context->fog_coord)
|
---|
998 | {
|
---|
999 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
|
---|
1000 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
|
---|
1001 | context->fog_coord = TRUE;
|
---|
1002 | }
|
---|
1003 | }
|
---|
1004 | else
|
---|
1005 | {
|
---|
1006 | /* Otherwise, use the fragment depth */
|
---|
1007 | if (context->fog_coord)
|
---|
1008 | {
|
---|
1009 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
---|
1010 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
|
---|
1011 | context->fog_coord = FALSE;
|
---|
1012 | }
|
---|
1013 |
|
---|
1014 | if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
|
---|
1015 | {
|
---|
1016 | if (gl_info->supported[NV_FOG_DISTANCE])
|
---|
1017 | {
|
---|
1018 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
|
---|
1019 | checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
|
---|
1020 | }
|
---|
1021 | else
|
---|
1022 | {
|
---|
1023 | WARN("Range fog enabled, but not supported by this GL implementation.\n");
|
---|
1024 | }
|
---|
1025 | }
|
---|
1026 | else if (gl_info->supported[NV_FOG_DISTANCE])
|
---|
1027 | {
|
---|
1028 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
|
---|
1029 | checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
|
---|
1030 | }
|
---|
1031 | }
|
---|
1032 | }
|
---|
1033 |
|
---|
1034 | void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1035 | {
|
---|
1036 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1037 | float fogstart, fogend;
|
---|
1038 | union {
|
---|
1039 | DWORD d;
|
---|
1040 | float f;
|
---|
1041 | } tmpvalue;
|
---|
1042 |
|
---|
1043 | switch(context->fog_source) {
|
---|
1044 | case FOGSOURCE_VS:
|
---|
1045 | fogstart = 1.0f;
|
---|
1046 | fogend = 0.0f;
|
---|
1047 | break;
|
---|
1048 |
|
---|
1049 | case FOGSOURCE_COORD:
|
---|
1050 | fogstart = 255.0f;
|
---|
1051 | fogend = 0.0f;
|
---|
1052 | break;
|
---|
1053 |
|
---|
1054 | case FOGSOURCE_FFP:
|
---|
1055 | tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
|
---|
1056 | fogstart = tmpvalue.f;
|
---|
1057 | tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
|
---|
1058 | fogend = tmpvalue.f;
|
---|
1059 | /* Special handling for fogstart == fogend. In d3d with vertex
|
---|
1060 | * fog, everything is fogged. With table fog, everything with
|
---|
1061 | * fog_coord < fog_start is unfogged, and fog_coord > fog_start
|
---|
1062 | * is fogged. Windows drivers disagree when fog_coord == fog_start. */
|
---|
1063 | if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE
|
---|
1064 | && fogstart == fogend)
|
---|
1065 | {
|
---|
1066 | fogstart = -INFINITY;
|
---|
1067 | fogend = 0.0f;
|
---|
1068 | }
|
---|
1069 | break;
|
---|
1070 |
|
---|
1071 | default:
|
---|
1072 | /* This should not happen.context->fog_source is set in wined3d, not the app.
|
---|
1073 | * Still this is needed to make the compiler happy
|
---|
1074 | */
|
---|
1075 | ERR("Unexpected fog coordinate source\n");
|
---|
1076 | fogstart = 0.0f;
|
---|
1077 | fogend = 0.0f;
|
---|
1078 | }
|
---|
1079 |
|
---|
1080 | gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
|
---|
1081 | checkGLcall("glFogf(GL_FOG_START, fogstart)");
|
---|
1082 | TRACE("Fog Start == %f\n", fogstart);
|
---|
1083 |
|
---|
1084 | gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
|
---|
1085 | checkGLcall("glFogf(GL_FOG_END, fogend)");
|
---|
1086 | TRACE("Fog End == %f\n", fogend);
|
---|
1087 | }
|
---|
1088 |
|
---|
1089 | void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1090 | {
|
---|
1091 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1092 | enum fogsource new_source;
|
---|
1093 | DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
|
---|
1094 | DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
|
---|
1095 |
|
---|
1096 | TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
|
---|
1097 |
|
---|
1098 | if (!state->render_states[WINED3D_RS_FOGENABLE])
|
---|
1099 | {
|
---|
1100 | /* No fog? Disable it, and we're done :-) */
|
---|
1101 | glDisableWINE(GL_FOG);
|
---|
1102 | checkGLcall("glDisable GL_FOG");
|
---|
1103 | return;
|
---|
1104 | }
|
---|
1105 |
|
---|
1106 | /* Fog Rules:
|
---|
1107 | *
|
---|
1108 | * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
|
---|
1109 | * It can use the Z value of the vertex, or the alpha component of the specular color.
|
---|
1110 | * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
|
---|
1111 | * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
|
---|
1112 | * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
|
---|
1113 | *
|
---|
1114 | * FOGTABLEMODE != NONE:
|
---|
1115 | * The Z value is used, with the equation specified, no matter what vertex type.
|
---|
1116 | *
|
---|
1117 | * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
|
---|
1118 | * Per vertex fog is calculated using the specified fog equation and the parameters
|
---|
1119 | *
|
---|
1120 | * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
|
---|
1121 | * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
|
---|
1122 | * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
|
---|
1123 | *
|
---|
1124 | *
|
---|
1125 | * Rules for vertex fog with shaders:
|
---|
1126 | *
|
---|
1127 | * When mixing fixed function functionality with the programmable pipeline, D3D expects
|
---|
1128 | * the fog computation to happen during transformation while openGL expects it to happen
|
---|
1129 | * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
|
---|
1130 | * the pixel shader while openGL always expects the pixel shader to handle the blending.
|
---|
1131 | * To solve this problem, WineD3D does:
|
---|
1132 | * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
|
---|
1133 | * shader,
|
---|
1134 | * and 2) disables the fog computation (in either the fixed function or programmable
|
---|
1135 | * rasterizer) if using a vertex program.
|
---|
1136 | *
|
---|
1137 | * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
|
---|
1138 | * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
|
---|
1139 | * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
|
---|
1140 | * the specular color, a vertex shader counts as pretransformed geometry in this case.
|
---|
1141 | * There are some GL differences between specular fog coords and vertex shaders though.
|
---|
1142 | *
|
---|
1143 | * With table fog the vertex shader fog coordinate is ignored.
|
---|
1144 | *
|
---|
1145 | * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
|
---|
1146 | * without shaders).
|
---|
1147 | */
|
---|
1148 |
|
---|
1149 | /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
|
---|
1150 | * the system will apply only pixel(=table) fog effects."
|
---|
1151 | */
|
---|
1152 | if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
|
---|
1153 | {
|
---|
1154 | if (use_vs(state))
|
---|
1155 | {
|
---|
1156 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
|
---|
1157 | checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
---|
1158 | new_source = FOGSOURCE_VS;
|
---|
1159 | }
|
---|
1160 | else
|
---|
1161 | {
|
---|
1162 | switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
|
---|
1163 | {
|
---|
1164 | /* If processed vertices are used, fall through to the NONE case */
|
---|
1165 | case WINED3D_FOG_EXP:
|
---|
1166 | if (!context->last_was_rhw)
|
---|
1167 | {
|
---|
1168 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
|
---|
1169 | checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
|
---|
1170 | new_source = FOGSOURCE_FFP;
|
---|
1171 | break;
|
---|
1172 | }
|
---|
1173 | /* drop through */
|
---|
1174 |
|
---|
1175 | case WINED3D_FOG_EXP2:
|
---|
1176 | if (!context->last_was_rhw)
|
---|
1177 | {
|
---|
1178 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
|
---|
1179 | checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
|
---|
1180 | new_source = FOGSOURCE_FFP;
|
---|
1181 | break;
|
---|
1182 | }
|
---|
1183 | /* drop through */
|
---|
1184 |
|
---|
1185 | case WINED3D_FOG_LINEAR:
|
---|
1186 | if (!context->last_was_rhw)
|
---|
1187 | {
|
---|
1188 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
|
---|
1189 | checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
---|
1190 | new_source = FOGSOURCE_FFP;
|
---|
1191 | break;
|
---|
1192 | }
|
---|
1193 | /* drop through */
|
---|
1194 |
|
---|
1195 | case WINED3D_FOG_NONE:
|
---|
1196 | /* Both are none? According to msdn the alpha channel of the specular
|
---|
1197 | * color contains a fog factor. Set it in drawStridedSlow.
|
---|
1198 | * Same happens with Vertexfog on transformed vertices
|
---|
1199 | */
|
---|
1200 | new_source = FOGSOURCE_COORD;
|
---|
1201 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
|
---|
1202 | checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
---|
1203 | break;
|
---|
1204 |
|
---|
1205 | default:
|
---|
1206 | FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
|
---|
1207 | state->render_states[WINED3D_RS_FOGVERTEXMODE]);
|
---|
1208 | new_source = FOGSOURCE_FFP; /* Make the compiler happy */
|
---|
1209 | }
|
---|
1210 | }
|
---|
1211 | } else {
|
---|
1212 | new_source = FOGSOURCE_FFP;
|
---|
1213 |
|
---|
1214 | switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
|
---|
1215 | {
|
---|
1216 | case WINED3D_FOG_EXP:
|
---|
1217 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
|
---|
1218 | checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
|
---|
1219 | break;
|
---|
1220 |
|
---|
1221 | case WINED3D_FOG_EXP2:
|
---|
1222 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
|
---|
1223 | checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
|
---|
1224 | break;
|
---|
1225 |
|
---|
1226 | case WINED3D_FOG_LINEAR:
|
---|
1227 | gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
|
---|
1228 | checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
---|
1229 | break;
|
---|
1230 |
|
---|
1231 | case WINED3D_FOG_NONE: /* Won't happen */
|
---|
1232 | default:
|
---|
1233 | FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
|
---|
1234 | state->render_states[WINED3D_RS_FOGTABLEMODE]);
|
---|
1235 | }
|
---|
1236 | }
|
---|
1237 |
|
---|
1238 | glEnableWINE(GL_FOG);
|
---|
1239 | checkGLcall("glEnable GL_FOG");
|
---|
1240 | if (new_source != context->fog_source || fogstart == fogend)
|
---|
1241 | {
|
---|
1242 | context->fog_source = new_source;
|
---|
1243 | state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
|
---|
1244 | }
|
---|
1245 | }
|
---|
1246 |
|
---|
1247 | void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1248 | {
|
---|
1249 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1250 | float col[4];
|
---|
1251 |
|
---|
1252 | D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
|
---|
1253 | gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &col[0]);
|
---|
1254 | checkGLcall("glFog GL_FOG_COLOR");
|
---|
1255 | }
|
---|
1256 |
|
---|
1257 | void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1258 | {
|
---|
1259 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1260 | union {
|
---|
1261 | DWORD d;
|
---|
1262 | float f;
|
---|
1263 | } tmpvalue;
|
---|
1264 |
|
---|
1265 | tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
|
---|
1266 | gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
|
---|
1267 | checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
|
---|
1268 | }
|
---|
1269 |
|
---|
1270 | static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1271 | {
|
---|
1272 | const struct wined3d_device *device = context->swapchain->device;
|
---|
1273 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1274 | GLenum Parm = 0;
|
---|
1275 |
|
---|
1276 | /* Depends on the decoded vertex declaration to read the existence of diffuse data.
|
---|
1277 | * The vertex declaration will call this function if the fixed function pipeline is used.
|
---|
1278 | */
|
---|
1279 |
|
---|
1280 | if(isStateDirty(context, STATE_VDECL)) {
|
---|
1281 | return;
|
---|
1282 | }
|
---|
1283 |
|
---|
1284 | context->num_untracked_materials = 0;
|
---|
1285 | if ((device->stream_info.use_map & (1 << WINED3D_FFP_DIFFUSE))
|
---|
1286 | && state->render_states[WINED3D_RS_COLORVERTEX])
|
---|
1287 | {
|
---|
1288 | TRACE("diff %d, amb %d, emis %d, spec %d\n",
|
---|
1289 | state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
|
---|
1290 | state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
|
---|
1291 | state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
|
---|
1292 | state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
|
---|
1293 |
|
---|
1294 | if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
|
---|
1295 | {
|
---|
1296 | if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
|
---|
1297 | Parm = GL_AMBIENT_AND_DIFFUSE;
|
---|
1298 | else
|
---|
1299 | Parm = GL_DIFFUSE;
|
---|
1300 | if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
|
---|
1301 | {
|
---|
1302 | context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
|
---|
1303 | context->num_untracked_materials++;
|
---|
1304 | }
|
---|
1305 | if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
|
---|
1306 | {
|
---|
1307 | context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
|
---|
1308 | context->num_untracked_materials++;
|
---|
1309 | }
|
---|
1310 | }
|
---|
1311 | else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
|
---|
1312 | {
|
---|
1313 | Parm = GL_AMBIENT;
|
---|
1314 | if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
|
---|
1315 | {
|
---|
1316 | context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
|
---|
1317 | context->num_untracked_materials++;
|
---|
1318 | }
|
---|
1319 | if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
|
---|
1320 | {
|
---|
1321 | context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
|
---|
1322 | context->num_untracked_materials++;
|
---|
1323 | }
|
---|
1324 | }
|
---|
1325 | else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
|
---|
1326 | {
|
---|
1327 | Parm = GL_EMISSION;
|
---|
1328 | if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
|
---|
1329 | {
|
---|
1330 | context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
|
---|
1331 | context->num_untracked_materials++;
|
---|
1332 | }
|
---|
1333 | }
|
---|
1334 | else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
|
---|
1335 | {
|
---|
1336 | Parm = GL_SPECULAR;
|
---|
1337 | }
|
---|
1338 | }
|
---|
1339 |
|
---|
1340 | /* Nothing changed, return. */
|
---|
1341 | if (Parm == context->tracking_parm) return;
|
---|
1342 |
|
---|
1343 | if (!Parm)
|
---|
1344 | {
|
---|
1345 | gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
|
---|
1346 | checkGLcall("glDisable GL_COLOR_MATERIAL");
|
---|
1347 | }
|
---|
1348 | else
|
---|
1349 | {
|
---|
1350 | gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
|
---|
1351 | checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
|
---|
1352 | gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
|
---|
1353 | checkGLcall("glEnable(GL_COLOR_MATERIAL)");
|
---|
1354 | }
|
---|
1355 |
|
---|
1356 | /* Apparently calls to glMaterialfv are ignored for properties we're
|
---|
1357 | * tracking with glColorMaterial, so apply those here. */
|
---|
1358 | switch (context->tracking_parm)
|
---|
1359 | {
|
---|
1360 | case GL_AMBIENT_AND_DIFFUSE:
|
---|
1361 | gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
|
---|
1362 | gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
|
---|
1363 | checkGLcall("glMaterialfv");
|
---|
1364 | break;
|
---|
1365 |
|
---|
1366 | case GL_DIFFUSE:
|
---|
1367 | gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
|
---|
1368 | checkGLcall("glMaterialfv");
|
---|
1369 | break;
|
---|
1370 |
|
---|
1371 | case GL_AMBIENT:
|
---|
1372 | gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
|
---|
1373 | checkGLcall("glMaterialfv");
|
---|
1374 | break;
|
---|
1375 |
|
---|
1376 | case GL_EMISSION:
|
---|
1377 | gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
|
---|
1378 | checkGLcall("glMaterialfv");
|
---|
1379 | break;
|
---|
1380 |
|
---|
1381 | case GL_SPECULAR:
|
---|
1382 | /* Only change material color if specular is enabled, otherwise it is set to black */
|
---|
1383 | if (state->render_states[WINED3D_RS_SPECULARENABLE])
|
---|
1384 | {
|
---|
1385 | gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
|
---|
1386 | checkGLcall("glMaterialfv");
|
---|
1387 | }
|
---|
1388 | else
|
---|
1389 | {
|
---|
1390 | static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
---|
1391 | gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
---|
1392 | checkGLcall("glMaterialfv");
|
---|
1393 | }
|
---|
1394 | break;
|
---|
1395 | }
|
---|
1396 |
|
---|
1397 | context->tracking_parm = Parm;
|
---|
1398 | }
|
---|
1399 |
|
---|
1400 | static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1401 | {
|
---|
1402 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1403 | union
|
---|
1404 | {
|
---|
1405 | DWORD d;
|
---|
1406 | struct wined3d_line_pattern lp;
|
---|
1407 | } tmppattern;
|
---|
1408 | tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
|
---|
1409 |
|
---|
1410 | TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
|
---|
1411 |
|
---|
1412 | if (tmppattern.lp.repeat_factor)
|
---|
1413 | {
|
---|
1414 | gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
|
---|
1415 | checkGLcall("glLineStipple(repeat, linepattern)");
|
---|
1416 | gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
|
---|
1417 | checkGLcall("glEnable(GL_LINE_STIPPLE);");
|
---|
1418 | }
|
---|
1419 | else
|
---|
1420 | {
|
---|
1421 | gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
|
---|
1422 | checkGLcall("glDisable(GL_LINE_STIPPLE);");
|
---|
1423 | }
|
---|
1424 | }
|
---|
1425 |
|
---|
1426 | static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1427 | {
|
---|
1428 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1429 |
|
---|
1430 | if (isStateDirty(context, STATE_VDECL))
|
---|
1431 | return;
|
---|
1432 |
|
---|
1433 | /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
|
---|
1434 | * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
|
---|
1435 | * by zero and is not properly defined in opengl, so avoid it
|
---|
1436 | */
|
---|
1437 | if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
|
---|
1438 | && (context->swapchain->device->stream_info.use_map & (1 << WINED3D_FFP_NORMAL)))
|
---|
1439 | {
|
---|
1440 | gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
|
---|
1441 | checkGLcall("glEnable(GL_NORMALIZE);");
|
---|
1442 | }
|
---|
1443 | else
|
---|
1444 | {
|
---|
1445 | gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
|
---|
1446 | checkGLcall("glDisable(GL_NORMALIZE);");
|
---|
1447 | }
|
---|
1448 | }
|
---|
1449 |
|
---|
1450 | void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1451 | {
|
---|
1452 | union {
|
---|
1453 | DWORD d;
|
---|
1454 | float f;
|
---|
1455 | } tmpvalue;
|
---|
1456 |
|
---|
1457 | tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
|
---|
1458 | if (tmpvalue.f != 1.0f)
|
---|
1459 | {
|
---|
1460 | FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
|
---|
1461 | }
|
---|
1462 | tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
|
---|
1463 | if (tmpvalue.f != 64.0f)
|
---|
1464 | {
|
---|
1465 | FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
|
---|
1466 | }
|
---|
1467 |
|
---|
1468 | }
|
---|
1469 |
|
---|
1470 | void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1471 | {
|
---|
1472 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1473 | union
|
---|
1474 | {
|
---|
1475 | DWORD d;
|
---|
1476 | float f;
|
---|
1477 | } min, max;
|
---|
1478 |
|
---|
1479 | min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
|
---|
1480 | max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
|
---|
1481 |
|
---|
1482 | /* Max point size trumps min point size */
|
---|
1483 | if(min.f > max.f) {
|
---|
1484 | min.f = max.f;
|
---|
1485 | }
|
---|
1486 |
|
---|
1487 | GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
|
---|
1488 | checkGLcall("glPointParameterfEXT(...)");
|
---|
1489 | GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
|
---|
1490 | checkGLcall("glPointParameterfEXT(...)");
|
---|
1491 | }
|
---|
1492 |
|
---|
1493 | void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1494 | {
|
---|
1495 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1496 | union
|
---|
1497 | {
|
---|
1498 | DWORD d;
|
---|
1499 | float f;
|
---|
1500 | } min, max;
|
---|
1501 |
|
---|
1502 | min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
|
---|
1503 | max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
|
---|
1504 |
|
---|
1505 | /* Max point size trumps min point size */
|
---|
1506 | if(min.f > max.f) {
|
---|
1507 | min.f = max.f;
|
---|
1508 | }
|
---|
1509 |
|
---|
1510 | GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
|
---|
1511 | checkGLcall("glPointParameterfARB(...)");
|
---|
1512 | GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
|
---|
1513 | checkGLcall("glPointParameterfARB(...)");
|
---|
1514 | }
|
---|
1515 |
|
---|
1516 | void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1517 | {
|
---|
1518 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1519 | /* TODO: Group this with the viewport */
|
---|
1520 | /*
|
---|
1521 | * POINTSCALEENABLE controls how point size value is treated. If set to
|
---|
1522 | * true, the point size is scaled with respect to height of viewport.
|
---|
1523 | * When set to false point size is in pixels.
|
---|
1524 | */
|
---|
1525 |
|
---|
1526 | /* Default values */
|
---|
1527 | GLfloat att[3] = {1.0f, 0.0f, 0.0f};
|
---|
1528 | union {
|
---|
1529 | DWORD d;
|
---|
1530 | float f;
|
---|
1531 | } pointSize, A, B, C;
|
---|
1532 |
|
---|
1533 | pointSize.d = state->render_states[WINED3D_RS_POINTSIZE];
|
---|
1534 | A.d = state->render_states[WINED3D_RS_POINTSCALE_A];
|
---|
1535 | B.d = state->render_states[WINED3D_RS_POINTSCALE_B];
|
---|
1536 | C.d = state->render_states[WINED3D_RS_POINTSCALE_C];
|
---|
1537 |
|
---|
1538 | if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
|
---|
1539 | {
|
---|
1540 | DWORD h = state->viewport.height;
|
---|
1541 | GLfloat scaleFactor;
|
---|
1542 |
|
---|
1543 | if (pointSize.f < gl_info->limits.pointsize_min)
|
---|
1544 | {
|
---|
1545 | /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
|
---|
1546 | * 0.0f. This means that OpenGL will clamp really small point sizes to the
|
---|
1547 | * driver minimum. To correct for this we need to multiply by the scale factor when sizes
|
---|
1548 | * are less than 1.0f. scale_factor = 1.0f / point_size.
|
---|
1549 | */
|
---|
1550 | scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
|
---|
1551 | /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
|
---|
1552 | * is 1.0, but then accepts points below that and draws too small points
|
---|
1553 | */
|
---|
1554 | pointSize.f = gl_info->limits.pointsize_min;
|
---|
1555 | }
|
---|
1556 | else if(pointSize.f > gl_info->limits.pointsize_max)
|
---|
1557 | {
|
---|
1558 | /* gl already scales the input to glPointSize,
|
---|
1559 | * d3d scales the result after the point size scale.
|
---|
1560 | * If the point size is bigger than the max size, use the
|
---|
1561 | * scaling to scale it bigger, and set the gl point size to max
|
---|
1562 | */
|
---|
1563 | scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
|
---|
1564 | TRACE("scale: %f\n", scaleFactor);
|
---|
1565 | pointSize.f = gl_info->limits.pointsize_max;
|
---|
1566 | } else {
|
---|
1567 | scaleFactor = 1.0f;
|
---|
1568 | }
|
---|
1569 | scaleFactor = powf(h * scaleFactor, 2);
|
---|
1570 |
|
---|
1571 | att[0] = A.f / scaleFactor;
|
---|
1572 | att[1] = B.f / scaleFactor;
|
---|
1573 | att[2] = C.f / scaleFactor;
|
---|
1574 | }
|
---|
1575 |
|
---|
1576 | if (gl_info->supported[ARB_POINT_PARAMETERS])
|
---|
1577 | {
|
---|
1578 | GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
|
---|
1579 | checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
|
---|
1580 | }
|
---|
1581 | else if (gl_info->supported[EXT_POINT_PARAMETERS])
|
---|
1582 | {
|
---|
1583 | GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
|
---|
1584 | checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
|
---|
1585 | }
|
---|
1586 | else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
|
---|
1587 | {
|
---|
1588 | WARN("POINT_PARAMETERS not supported in this version of opengl\n");
|
---|
1589 | }
|
---|
1590 |
|
---|
1591 | gl_info->gl_ops.gl.p_glPointSize(pointSize.f);
|
---|
1592 | checkGLcall("glPointSize(...);");
|
---|
1593 | }
|
---|
1594 |
|
---|
1595 | static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1596 | {
|
---|
1597 | WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
|
---|
1598 | }
|
---|
1599 |
|
---|
1600 | static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1601 | {
|
---|
1602 | DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
|
---|
1603 | DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
|
---|
1604 | DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
|
---|
1605 | DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
|
---|
1606 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1607 |
|
---|
1608 | TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
|
---|
1609 | mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
|
---|
1610 | mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
|
---|
1611 | mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
|
---|
1612 | mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
|
---|
1613 | gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
---|
1614 | mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
---|
1615 | mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
---|
1616 | mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
|
---|
1617 | checkGLcall("glColorMask(...)");
|
---|
1618 |
|
---|
1619 | if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
|
---|
1620 | || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
|
---|
1621 | {
|
---|
1622 | FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
|
---|
1623 | mask0, mask1, mask2, mask3);
|
---|
1624 | FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
|
---|
1625 | }
|
---|
1626 | }
|
---|
1627 |
|
---|
1628 | static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
|
---|
1629 | {
|
---|
1630 | GL_EXTCALL(glColorMaskIndexedEXT(index,
|
---|
1631 | mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
---|
1632 | mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
---|
1633 | mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
---|
1634 | mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
|
---|
1635 | }
|
---|
1636 |
|
---|
1637 | static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1638 | {
|
---|
1639 | set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
|
---|
1640 | }
|
---|
1641 |
|
---|
1642 | static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1643 | {
|
---|
1644 | set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
|
---|
1645 | }
|
---|
1646 |
|
---|
1647 | static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1648 | {
|
---|
1649 | set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
|
---|
1650 | }
|
---|
1651 |
|
---|
1652 | static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1653 | {
|
---|
1654 | set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
|
---|
1655 | }
|
---|
1656 |
|
---|
1657 | static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1658 | {
|
---|
1659 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1660 |
|
---|
1661 | if (state->render_states[WINED3D_RS_LOCALVIEWER])
|
---|
1662 | {
|
---|
1663 | gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
|
---|
1664 | checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
|
---|
1665 | }
|
---|
1666 | else
|
---|
1667 | {
|
---|
1668 | gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
|
---|
1669 | checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
|
---|
1670 | }
|
---|
1671 | }
|
---|
1672 |
|
---|
1673 | static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1674 | {
|
---|
1675 | if (state->render_states[WINED3D_RS_LASTPIXEL])
|
---|
1676 | {
|
---|
1677 | TRACE("Last Pixel Drawing Enabled\n");
|
---|
1678 | }
|
---|
1679 | else
|
---|
1680 | {
|
---|
1681 | static BOOL warned;
|
---|
1682 | if (!warned) {
|
---|
1683 | FIXME("Last Pixel Drawing Disabled, not handled yet\n");
|
---|
1684 | warned = TRUE;
|
---|
1685 | } else {
|
---|
1686 | TRACE("Last Pixel Drawing Disabled, not handled yet\n");
|
---|
1687 | }
|
---|
1688 | }
|
---|
1689 | }
|
---|
1690 |
|
---|
1691 | void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1692 | {
|
---|
1693 | static BOOL warned;
|
---|
1694 |
|
---|
1695 | /* TODO: NV_POINT_SPRITE */
|
---|
1696 | if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
|
---|
1697 | {
|
---|
1698 | /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
|
---|
1699 | FIXME("Point sprites not supported\n");
|
---|
1700 | warned = TRUE;
|
---|
1701 | }
|
---|
1702 | }
|
---|
1703 |
|
---|
1704 | void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1705 | {
|
---|
1706 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1707 |
|
---|
1708 | if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
|
---|
1709 | {
|
---|
1710 | gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
|
---|
1711 | checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
|
---|
1712 | }
|
---|
1713 | else
|
---|
1714 | {
|
---|
1715 | gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
|
---|
1716 | checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
|
---|
1717 | }
|
---|
1718 | }
|
---|
1719 |
|
---|
1720 | static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1721 | {
|
---|
1722 | if (state->render_states[WINED3D_RS_WRAP0]
|
---|
1723 | || state->render_states[WINED3D_RS_WRAP1]
|
---|
1724 | || state->render_states[WINED3D_RS_WRAP2]
|
---|
1725 | || state->render_states[WINED3D_RS_WRAP3]
|
---|
1726 | || state->render_states[WINED3D_RS_WRAP4]
|
---|
1727 | || state->render_states[WINED3D_RS_WRAP5]
|
---|
1728 | || state->render_states[WINED3D_RS_WRAP6]
|
---|
1729 | || state->render_states[WINED3D_RS_WRAP7]
|
---|
1730 | || state->render_states[WINED3D_RS_WRAP8]
|
---|
1731 | || state->render_states[WINED3D_RS_WRAP9]
|
---|
1732 | || state->render_states[WINED3D_RS_WRAP10]
|
---|
1733 | || state->render_states[WINED3D_RS_WRAP11]
|
---|
1734 | || state->render_states[WINED3D_RS_WRAP12]
|
---|
1735 | || state->render_states[WINED3D_RS_WRAP13]
|
---|
1736 | || state->render_states[WINED3D_RS_WRAP14]
|
---|
1737 | || state->render_states[WINED3D_RS_WRAP15])
|
---|
1738 | FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
|
---|
1739 | }
|
---|
1740 |
|
---|
1741 | static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1742 | {
|
---|
1743 | if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
|
---|
1744 | WARN("Multisample antialiasing not supported by GL.\n");
|
---|
1745 | }
|
---|
1746 |
|
---|
1747 | static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1748 | {
|
---|
1749 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1750 |
|
---|
1751 | if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
|
---|
1752 | {
|
---|
1753 | gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
|
---|
1754 | checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
|
---|
1755 | }
|
---|
1756 | else
|
---|
1757 | {
|
---|
1758 | gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
|
---|
1759 | checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
|
---|
1760 | }
|
---|
1761 | }
|
---|
1762 |
|
---|
1763 | static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1764 | {
|
---|
1765 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1766 |
|
---|
1767 | if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
|
---|
1768 | {
|
---|
1769 | gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
|
---|
1770 | checkGLcall("glEnable(GL_SCISSOR_TEST)");
|
---|
1771 | }
|
---|
1772 | else
|
---|
1773 | {
|
---|
1774 | gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
|
---|
1775 | checkGLcall("glDisable(GL_SCISSOR_TEST)");
|
---|
1776 | }
|
---|
1777 | }
|
---|
1778 |
|
---|
1779 | /* The Direct3D depth bias is specified in normalized depth coordinates. In
|
---|
1780 | * OpenGL the bias is specified in units of "the smallest value that is
|
---|
1781 | * guaranteed to produce a resolvable offset for a given implementation". To
|
---|
1782 | * convert from D3D to GL we need to divide the D3D depth bias by that value.
|
---|
1783 | * There's no practical way to retrieve that value from a given GL
|
---|
1784 | * implementation, but the D3D application has essentially the same problem,
|
---|
1785 | * which makes a guess of the depth buffer format's highest possible value a
|
---|
1786 | * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
|
---|
1787 | * depth slope, and doesn't need to be scaled. */
|
---|
1788 | static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1789 | {
|
---|
1790 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1791 |
|
---|
1792 | if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
|
---|
1793 | || state->render_states[WINED3D_RS_DEPTHBIAS])
|
---|
1794 | {
|
---|
1795 | const struct wined3d_surface *depth = state->fb->depth_stencil;
|
---|
1796 | float scale;
|
---|
1797 |
|
---|
1798 | union
|
---|
1799 | {
|
---|
1800 | DWORD d;
|
---|
1801 | float f;
|
---|
1802 | } scale_bias, const_bias;
|
---|
1803 |
|
---|
1804 | scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
|
---|
1805 | const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
|
---|
1806 |
|
---|
1807 | gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
|
---|
1808 | checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
|
---|
1809 |
|
---|
1810 | if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
|
---|
1811 | {
|
---|
1812 | float bias = -(float)const_bias.d;
|
---|
1813 | gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
|
---|
1814 | checkGLcall("glPolygonOffset");
|
---|
1815 | }
|
---|
1816 | else
|
---|
1817 | {
|
---|
1818 | if (depth)
|
---|
1819 | {
|
---|
1820 | const struct wined3d_format *fmt = depth->resource.format;
|
---|
1821 | scale = powf(2, fmt->depth_size) - 1;
|
---|
1822 | TRACE("Depth format %s, using depthbias scale of %.8e.\n",
|
---|
1823 | debug_d3dformat(fmt->id), scale);
|
---|
1824 | }
|
---|
1825 | else
|
---|
1826 | {
|
---|
1827 | /* The context manager will reapply this state on a depth stencil change */
|
---|
1828 | TRACE("No depth stencil, using depthbias scale of 0.0.\n");
|
---|
1829 | scale = 0.0f;
|
---|
1830 | }
|
---|
1831 |
|
---|
1832 | gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
|
---|
1833 | checkGLcall("glPolygonOffset(...)");
|
---|
1834 | }
|
---|
1835 | }
|
---|
1836 | else
|
---|
1837 | {
|
---|
1838 | gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
|
---|
1839 | checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
|
---|
1840 | }
|
---|
1841 | }
|
---|
1842 |
|
---|
1843 | static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1844 | {
|
---|
1845 | if (state->render_states[WINED3D_RS_ZVISIBLE])
|
---|
1846 | FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
|
---|
1847 | }
|
---|
1848 |
|
---|
1849 | static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1850 | {
|
---|
1851 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1852 |
|
---|
1853 | if (state->render_states[WINED3D_RS_TEXTUREPERSPECTIVE])
|
---|
1854 | {
|
---|
1855 | gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
---|
1856 | checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
|
---|
1857 | }
|
---|
1858 | else
|
---|
1859 | {
|
---|
1860 | gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
---|
1861 | checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
|
---|
1862 | }
|
---|
1863 | }
|
---|
1864 |
|
---|
1865 | static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1866 | {
|
---|
1867 | if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
|
---|
1868 | FIXME("Stippled Alpha not supported yet.\n");
|
---|
1869 | }
|
---|
1870 |
|
---|
1871 | static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1872 | {
|
---|
1873 | if (state->render_states[WINED3D_RS_ANTIALIAS])
|
---|
1874 | FIXME("Antialias not supported yet.\n");
|
---|
1875 | }
|
---|
1876 |
|
---|
1877 | static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1878 | {
|
---|
1879 | if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
|
---|
1880 | FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
|
---|
1881 | state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
|
---|
1882 | }
|
---|
1883 |
|
---|
1884 | static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1885 | {
|
---|
1886 | if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
|
---|
1887 | FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
|
---|
1888 | state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
|
---|
1889 | }
|
---|
1890 |
|
---|
1891 | static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1892 | {
|
---|
1893 | union {
|
---|
1894 | DWORD d;
|
---|
1895 | float f;
|
---|
1896 | } tmpvalue;
|
---|
1897 | tmpvalue.f = 1.0f;
|
---|
1898 |
|
---|
1899 | if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
|
---|
1900 | {
|
---|
1901 | static BOOL displayed = FALSE;
|
---|
1902 |
|
---|
1903 | tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
|
---|
1904 | if(!displayed)
|
---|
1905 | FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
|
---|
1906 |
|
---|
1907 | displayed = TRUE;
|
---|
1908 | }
|
---|
1909 | }
|
---|
1910 |
|
---|
1911 | static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1912 | {
|
---|
1913 | if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
|
---|
1914 | FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
|
---|
1915 | state->render_states[WINED3D_RS_POSITIONDEGREE]);
|
---|
1916 | }
|
---|
1917 |
|
---|
1918 | static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1919 | {
|
---|
1920 | if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
|
---|
1921 | FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
|
---|
1922 | state->render_states[WINED3D_RS_NORMALDEGREE]);
|
---|
1923 | }
|
---|
1924 |
|
---|
1925 | static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1926 | {
|
---|
1927 | if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
|
---|
1928 | FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
|
---|
1929 | state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
|
---|
1930 | }
|
---|
1931 |
|
---|
1932 | static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1933 | {
|
---|
1934 | union {
|
---|
1935 | DWORD d;
|
---|
1936 | float f;
|
---|
1937 | } zmin, zmax;
|
---|
1938 |
|
---|
1939 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
1940 |
|
---|
1941 | if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
|
---|
1942 | {
|
---|
1943 | zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
|
---|
1944 | zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
|
---|
1945 |
|
---|
1946 | /* If zmin is larger than zmax INVALID_VALUE error is generated.
|
---|
1947 | * In d3d9 test is not performed in this case*/
|
---|
1948 | if (zmin.f <= zmax.f)
|
---|
1949 | {
|
---|
1950 | gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
|
---|
1951 | checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
|
---|
1952 | GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
|
---|
1953 | checkGLcall("glDepthBoundsEXT(...)");
|
---|
1954 | }
|
---|
1955 | else
|
---|
1956 | {
|
---|
1957 | gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
|
---|
1958 | checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
|
---|
1959 | }
|
---|
1960 | }
|
---|
1961 | else
|
---|
1962 | {
|
---|
1963 | gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
|
---|
1964 | checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
|
---|
1965 | }
|
---|
1966 |
|
---|
1967 | state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
|
---|
1968 | }
|
---|
1969 |
|
---|
1970 | static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1971 | {
|
---|
1972 | if (state->render_states[WINED3D_RS_WRAPU])
|
---|
1973 | FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
|
---|
1974 | }
|
---|
1975 |
|
---|
1976 | static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1977 | {
|
---|
1978 | if (state->render_states[WINED3D_RS_WRAPV])
|
---|
1979 | FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
|
---|
1980 | }
|
---|
1981 |
|
---|
1982 | static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1983 | {
|
---|
1984 | if (state->render_states[WINED3D_RS_MONOENABLE])
|
---|
1985 | FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
|
---|
1986 | }
|
---|
1987 |
|
---|
1988 | static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1989 | {
|
---|
1990 | if (state->render_states[WINED3D_RS_ROP2])
|
---|
1991 | FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
|
---|
1992 | }
|
---|
1993 |
|
---|
1994 | static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
1995 | {
|
---|
1996 | if (state->render_states[WINED3D_RS_PLANEMASK])
|
---|
1997 | FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
|
---|
1998 | }
|
---|
1999 |
|
---|
2000 | static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
2001 | {
|
---|
2002 | if (state->render_states[WINED3D_RS_SUBPIXEL])
|
---|
2003 | FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
|
---|
2004 | }
|
---|
2005 |
|
---|
2006 | static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
2007 | {
|
---|
2008 | if (state->render_states[WINED3D_RS_SUBPIXELX])
|
---|
2009 | FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
|
---|
2010 | }
|
---|
2011 |
|
---|
2012 | static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
2013 | {
|
---|
2014 | if (state->render_states[WINED3D_RS_STIPPLEENABLE])
|
---|
2015 | FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
|
---|
2016 | }
|
---|
2017 |
|
---|
2018 | static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
2019 | {
|
---|
2020 | if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
|
---|
2021 | FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
|
---|
2022 | }
|
---|
2023 |
|
---|
2024 | static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
2025 | {
|
---|
2026 | if (state->render_states[WINED3D_RS_ANISOTROPY])
|
---|
2027 | FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
|
---|
2028 | }
|
---|
2029 |
|
---|
2030 | static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
2031 | {
|
---|
2032 | if (state->render_states[WINED3D_RS_FLUSHBATCH])
|
---|
2033 | FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
|
---|
2034 | }
|
---|
2035 |
|
---|
2036 | static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
2037 | {
|
---|
2038 | if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
|
---|
2039 | FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
|
---|
2040 | }
|
---|
2041 |
|
---|
2042 | static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
2043 | {
|
---|
2044 | if (state->render_states[WINED3D_RS_EXTENTS])
|
---|
2045 | FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
|
---|
2046 | }
|
---|
2047 |
|
---|
2048 | static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
2049 | {
|
---|
2050 | if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
|
---|
2051 | FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
|
---|
2052 | }
|
---|
2053 |
|
---|
2054 | static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
2055 | {
|
---|
2056 | if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
|
---|
2057 | FIXME("Software vertex processing not implemented.\n");
|
---|
2058 | }
|
---|
2059 |
|
---|
2060 | static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
|
---|
2061 | /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
|
---|
2062 | * input should be used for all input components. The WINED3DTA_COMPLEMENT
|
---|
2063 | * flag specifies the complement of the input should be used. */
|
---|
2064 | BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
|
---|
2065 | BOOL complement = arg & WINED3DTA_COMPLEMENT;
|
---|
2066 |
|
---|
2067 | /* Calculate the operand */
|
---|
2068 | if (complement) {
|
---|
2069 | if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
|
---|
2070 | else *operand = GL_ONE_MINUS_SRC_COLOR;
|
---|
2071 | } else {
|
---|
2072 | if (from_alpha) *operand = GL_SRC_ALPHA;
|
---|
2073 | else *operand = GL_SRC_COLOR;
|
---|
2074 | }
|
---|
2075 |
|
---|
2076 | /* Calculate the source */
|
---|
2077 | switch (arg & WINED3DTA_SELECTMASK) {
|
---|
2078 | case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
|
---|
2079 | case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
|
---|
2080 | case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
|
---|
2081 | case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
|
---|
2082 | case WINED3DTA_SPECULAR:
|
---|
2083 | /*
|
---|
2084 | * According to the GL_ARB_texture_env_combine specs, SPECULAR is
|
---|
2085 | * 'Secondary color' and isn't supported until base GL supports it
|
---|
2086 | * There is no concept of temp registers as far as I can tell
|
---|
2087 | */
|
---|
2088 | FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
|
---|
2089 | *source = GL_TEXTURE;
|
---|
2090 | break;
|
---|
2091 | default:
|
---|
2092 | FIXME("Unrecognized texture arg %#x\n", arg);
|
---|
2093 | *source = GL_TEXTURE;
|
---|
2094 | break;
|
---|
2095 | }
|
---|
2096 | }
|
---|
2097 |
|
---|
2098 | /* Setup the texture operations texture stage states */
|
---|
2099 | static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
|
---|
2100 | BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
|
---|
2101 | {
|
---|
2102 | GLenum src1, src2, src3;
|
---|
2103 | GLenum opr1, opr2, opr3;
|
---|
2104 | GLenum comb_target;
|
---|
2105 | GLenum src0_target, src1_target, src2_target;
|
---|
2106 | GLenum opr0_target, opr1_target, opr2_target;
|
---|
2107 | GLenum scal_target;
|
---|
2108 | GLenum opr=0, invopr, src3_target, opr3_target;
|
---|
2109 | BOOL Handled = FALSE;
|
---|
2110 |
|
---|
2111 | TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
|
---|
2112 |
|
---|
2113 | /* This is called by a state handler which has the gl lock held and a context for the thread */
|
---|
2114 |
|
---|
2115 | /* Note: Operations usually involve two ars, src0 and src1 and are operations of
|
---|
2116 | the form (a1 <operation> a2). However, some of the more complex operations
|
---|
2117 | take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
|
---|
2118 | in a third parameter called a0. Therefore these are operations of the form
|
---|
2119 | a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
|
---|
2120 |
|
---|
2121 | However, below we treat the new (a0) parameter as src2/opr2, so in the actual
|
---|
2122 | functions below, expect their syntax to differ slightly to those listed in the
|
---|
2123 | manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
|
---|
2124 | This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
|
---|
2125 |
|
---|
2126 | if (isAlpha)
|
---|
2127 | {
|
---|
2128 | comb_target = GL_COMBINE_ALPHA;
|
---|
2129 | src0_target = GL_SOURCE0_ALPHA;
|
---|
2130 | src1_target = GL_SOURCE1_ALPHA;
|
---|
2131 | src2_target = GL_SOURCE2_ALPHA;
|
---|
2132 | opr0_target = GL_OPERAND0_ALPHA;
|
---|
2133 | opr1_target = GL_OPERAND1_ALPHA;
|
---|
2134 | opr2_target = GL_OPERAND2_ALPHA;
|
---|
2135 | scal_target = GL_ALPHA_SCALE;
|
---|
2136 | }
|
---|
2137 | else
|
---|
2138 | {
|
---|
2139 | comb_target = GL_COMBINE_RGB;
|
---|
2140 | src0_target = GL_SOURCE0_RGB;
|
---|
2141 | src1_target = GL_SOURCE1_RGB;
|
---|
2142 | src2_target = GL_SOURCE2_RGB;
|
---|
2143 | opr0_target = GL_OPERAND0_RGB;
|
---|
2144 | opr1_target = GL_OPERAND1_RGB;
|
---|
2145 | opr2_target = GL_OPERAND2_RGB;
|
---|
2146 | scal_target = GL_RGB_SCALE;
|
---|
2147 | }
|
---|
2148 |
|
---|
2149 | /* If a texture stage references an invalid texture unit the stage just
|
---|
2150 | * passes through the result from the previous stage */
|
---|
2151 | if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
|
---|
2152 | {
|
---|
2153 | arg1 = WINED3DTA_CURRENT;
|
---|
2154 | op = WINED3D_TOP_SELECT_ARG1;
|
---|
2155 | }
|
---|
2156 |
|
---|
2157 | if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
|
---|
2158 | {
|
---|
2159 | get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
|
---|
2160 | } else {
|
---|
2161 | get_src_and_opr(arg1, isAlpha, &src1, &opr1);
|
---|
2162 | }
|
---|
2163 | get_src_and_opr(arg2, isAlpha, &src2, &opr2);
|
---|
2164 | get_src_and_opr(arg3, isAlpha, &src3, &opr3);
|
---|
2165 |
|
---|
2166 | TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
|
---|
2167 |
|
---|
2168 | Handled = TRUE; /* Assume will be handled */
|
---|
2169 |
|
---|
2170 | /* Other texture operations require special extensions: */
|
---|
2171 | if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
|
---|
2172 | {
|
---|
2173 | if (isAlpha) {
|
---|
2174 | opr = GL_SRC_ALPHA;
|
---|
2175 | invopr = GL_ONE_MINUS_SRC_ALPHA;
|
---|
2176 | src3_target = GL_SOURCE3_ALPHA_NV;
|
---|
2177 | opr3_target = GL_OPERAND3_ALPHA_NV;
|
---|
2178 | } else {
|
---|
2179 | opr = GL_SRC_COLOR;
|
---|
2180 | invopr = GL_ONE_MINUS_SRC_COLOR;
|
---|
2181 | src3_target = GL_SOURCE3_RGB_NV;
|
---|
2182 | opr3_target = GL_OPERAND3_RGB_NV;
|
---|
2183 | }
|
---|
2184 | switch (op)
|
---|
2185 | {
|
---|
2186 | case WINED3D_TOP_DISABLE: /* Only for alpha */
|
---|
2187 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2188 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
|
---|
2189 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
|
---|
2190 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2191 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
|
---|
2192 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2193 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2194 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2195 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2196 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2197 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
2198 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
|
---|
2199 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2200 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
---|
2201 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2202 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2203 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2204 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
2205 | break;
|
---|
2206 |
|
---|
2207 | case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
|
---|
2208 | case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
|
---|
2209 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2210 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2211 | if (op == WINED3D_TOP_SELECT_ARG1)
|
---|
2212 | {
|
---|
2213 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2214 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2215 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2216 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2217 | }
|
---|
2218 | else
|
---|
2219 | {
|
---|
2220 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
|
---|
2221 | checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
|
---|
2222 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
|
---|
2223 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
|
---|
2224 | }
|
---|
2225 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2226 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2227 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2228 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2229 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
2230 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
|
---|
2231 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2232 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
---|
2233 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2234 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2235 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2236 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
2237 | break;
|
---|
2238 |
|
---|
2239 | case WINED3D_TOP_MODULATE:
|
---|
2240 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2241 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
---|
2242 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2243 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2244 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2245 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2246 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2247 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2248 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2249 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2250 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
2251 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2252 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2253 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2254 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2255 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2256 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2257 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
|
---|
2258 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2259 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2260 | break;
|
---|
2261 | case WINED3D_TOP_MODULATE_2X:
|
---|
2262 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2263 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
---|
2264 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2265 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2266 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2267 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2268 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2269 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2270 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2271 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2272 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
2273 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2274 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2275 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2276 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2277 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2278 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2279 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
|
---|
2280 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
|
---|
2281 | checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
|
---|
2282 | break;
|
---|
2283 | case WINED3D_TOP_MODULATE_4X:
|
---|
2284 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2285 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
---|
2286 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2287 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2288 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2289 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2290 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2291 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2292 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2293 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2294 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
2295 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2296 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2297 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2298 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2299 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2300 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2301 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
|
---|
2302 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
|
---|
2303 | checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
|
---|
2304 | break;
|
---|
2305 |
|
---|
2306 | case WINED3D_TOP_ADD:
|
---|
2307 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2308 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2309 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2310 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2311 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2312 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2313 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2314 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2315 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2316 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2317 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2318 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2319 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2320 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2321 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2322 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2323 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2324 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2325 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2326 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2327 | break;
|
---|
2328 |
|
---|
2329 | case WINED3D_TOP_ADD_SIGNED:
|
---|
2330 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
|
---|
2331 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
|
---|
2332 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2333 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2334 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2335 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2336 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2337 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2338 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2339 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2340 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2341 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2342 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2343 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2344 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2345 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2346 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2347 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2348 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2349 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2350 | break;
|
---|
2351 |
|
---|
2352 | case WINED3D_TOP_ADD_SIGNED_2X:
|
---|
2353 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
|
---|
2354 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
|
---|
2355 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2356 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2357 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2358 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2359 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2360 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2361 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2362 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2363 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2364 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2365 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2366 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2367 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2368 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2369 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2370 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2371 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
|
---|
2372 | checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
|
---|
2373 | break;
|
---|
2374 |
|
---|
2375 | case WINED3D_TOP_ADD_SMOOTH:
|
---|
2376 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2377 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2378 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2379 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2380 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2381 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2382 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2383 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2384 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2385 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2386 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2387 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2388 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2389 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2390 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
|
---|
2391 | checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
|
---|
2392 | switch (opr1) {
|
---|
2393 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
2394 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
|
---|
2395 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2396 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2397 | }
|
---|
2398 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2399 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
2400 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2401 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2402 | break;
|
---|
2403 |
|
---|
2404 | case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
|
---|
2405 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2406 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2407 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2408 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2409 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2410 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2411 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
|
---|
2412 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
|
---|
2413 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2414 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2415 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2416 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2417 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2418 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2419 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
|
---|
2420 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
|
---|
2421 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2422 | checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
|
---|
2423 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2424 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2425 | break;
|
---|
2426 | case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
|
---|
2427 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2428 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2429 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2430 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2431 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2432 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2433 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
|
---|
2434 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
|
---|
2435 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2436 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2437 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2438 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2439 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2440 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2441 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
|
---|
2442 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
|
---|
2443 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2444 | checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
|
---|
2445 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2446 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2447 | break;
|
---|
2448 | case WINED3D_TOP_BLEND_FACTOR_ALPHA:
|
---|
2449 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2450 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2451 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2452 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2453 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2454 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2455 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
|
---|
2456 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
|
---|
2457 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2458 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2459 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2460 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2461 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2462 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2463 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
|
---|
2464 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
|
---|
2465 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2466 | checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
|
---|
2467 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2468 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2469 | break;
|
---|
2470 | case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
|
---|
2471 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2472 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2473 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2474 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2475 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2476 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2477 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2478 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2479 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2480 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2481 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2482 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2483 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2484 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2485 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
|
---|
2486 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
|
---|
2487 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2488 | checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
|
---|
2489 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2490 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2491 | break;
|
---|
2492 | case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
|
---|
2493 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2494 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
---|
2495 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
|
---|
2496 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2497 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2498 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
|
---|
2499 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2500 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2501 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2502 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2503 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
|
---|
2504 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2505 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2506 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
|
---|
2507 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
|
---|
2508 | checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
|
---|
2509 | switch (opr) {
|
---|
2510 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2511 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2512 | }
|
---|
2513 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2514 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
2515 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2516 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2517 | break;
|
---|
2518 | case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
|
---|
2519 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2520 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2521 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2522 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2523 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2524 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2525 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2526 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2527 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2528 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2529 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
|
---|
2530 | checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
|
---|
2531 | switch (opr1) {
|
---|
2532 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2533 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2534 | }
|
---|
2535 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2536 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
---|
2537 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2538 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2539 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2540 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2541 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2542 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2543 | break;
|
---|
2544 | case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
|
---|
2545 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2546 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2547 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2548 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2549 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2550 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2551 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2552 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2553 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2554 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2555 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2556 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2557 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2558 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2559 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
|
---|
2560 | checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
|
---|
2561 | switch (opr1) {
|
---|
2562 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2563 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2564 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2565 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2566 | }
|
---|
2567 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2568 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
2569 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2570 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2571 | break;
|
---|
2572 | case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
|
---|
2573 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2574 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2575 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2576 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2577 | switch (opr1) {
|
---|
2578 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
2579 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
|
---|
2580 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2581 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2582 | }
|
---|
2583 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2584 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2585 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2586 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2587 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2588 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2589 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
|
---|
2590 | checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
|
---|
2591 | switch (opr1) {
|
---|
2592 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2593 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2594 | }
|
---|
2595 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2596 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
---|
2597 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2598 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2599 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2600 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2601 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2602 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2603 | break;
|
---|
2604 | case WINED3D_TOP_MULTIPLY_ADD:
|
---|
2605 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2606 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2607 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
|
---|
2608 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2609 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
|
---|
2610 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2611 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2612 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2613 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2614 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2615 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
|
---|
2616 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2617 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
|
---|
2618 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2619 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
|
---|
2620 | checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
|
---|
2621 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
|
---|
2622 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
|
---|
2623 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2624 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2625 | break;
|
---|
2626 |
|
---|
2627 | case WINED3D_TOP_BUMPENVMAP:
|
---|
2628 | case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
|
---|
2629 | FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
|
---|
2630 | Handled = FALSE;
|
---|
2631 | break;
|
---|
2632 |
|
---|
2633 | default:
|
---|
2634 | Handled = FALSE;
|
---|
2635 | }
|
---|
2636 | if (Handled)
|
---|
2637 | {
|
---|
2638 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
|
---|
2639 | checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
|
---|
2640 |
|
---|
2641 | return;
|
---|
2642 | }
|
---|
2643 | } /* GL_NV_texture_env_combine4 */
|
---|
2644 |
|
---|
2645 | Handled = TRUE; /* Again, assume handled */
|
---|
2646 | switch (op) {
|
---|
2647 | case WINED3D_TOP_DISABLE: /* Only for alpha */
|
---|
2648 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
|
---|
2649 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
|
---|
2650 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
|
---|
2651 | checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
|
---|
2652 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
|
---|
2653 | checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
|
---|
2654 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2655 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2656 | break;
|
---|
2657 | case WINED3D_TOP_SELECT_ARG1:
|
---|
2658 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
|
---|
2659 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
|
---|
2660 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2661 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2662 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2663 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2664 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2665 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2666 | break;
|
---|
2667 | case WINED3D_TOP_SELECT_ARG2:
|
---|
2668 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
|
---|
2669 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
|
---|
2670 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
|
---|
2671 | checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
|
---|
2672 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
|
---|
2673 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
|
---|
2674 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2675 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2676 | break;
|
---|
2677 | case WINED3D_TOP_MODULATE:
|
---|
2678 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
|
---|
2679 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
|
---|
2680 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2681 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2682 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2683 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2684 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2685 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2686 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2687 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2688 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2689 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2690 | break;
|
---|
2691 | case WINED3D_TOP_MODULATE_2X:
|
---|
2692 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
|
---|
2693 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
|
---|
2694 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2695 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2696 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2697 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2698 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2699 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2700 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2701 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2702 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
|
---|
2703 | checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
|
---|
2704 | break;
|
---|
2705 | case WINED3D_TOP_MODULATE_4X:
|
---|
2706 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
|
---|
2707 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
|
---|
2708 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2709 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2710 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2711 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2712 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2713 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2714 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2715 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2716 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
|
---|
2717 | checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
|
---|
2718 | break;
|
---|
2719 | case WINED3D_TOP_ADD:
|
---|
2720 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2721 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2722 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2723 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2724 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2725 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2726 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2727 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2728 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2729 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2730 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2731 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2732 | break;
|
---|
2733 | case WINED3D_TOP_ADD_SIGNED:
|
---|
2734 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
|
---|
2735 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
|
---|
2736 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2737 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2738 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2739 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2740 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2741 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2742 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2743 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2744 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2745 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2746 | break;
|
---|
2747 | case WINED3D_TOP_ADD_SIGNED_2X:
|
---|
2748 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
|
---|
2749 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
|
---|
2750 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2751 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2752 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2753 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2754 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2755 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2756 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2757 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2758 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
|
---|
2759 | checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
|
---|
2760 | break;
|
---|
2761 | case WINED3D_TOP_SUBTRACT:
|
---|
2762 | if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
|
---|
2763 | {
|
---|
2764 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
|
---|
2765 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
|
---|
2766 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2767 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2768 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2769 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2770 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2771 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2772 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2773 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2774 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2775 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2776 | } else {
|
---|
2777 | FIXME("This version of opengl does not support GL_SUBTRACT\n");
|
---|
2778 | }
|
---|
2779 | break;
|
---|
2780 |
|
---|
2781 | case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
|
---|
2782 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
|
---|
2783 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
|
---|
2784 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2785 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2786 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2787 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2788 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2789 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2790 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2791 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2792 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
|
---|
2793 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
|
---|
2794 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
|
---|
2795 | checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
|
---|
2796 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2797 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2798 | break;
|
---|
2799 | case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
|
---|
2800 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
|
---|
2801 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
|
---|
2802 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2803 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2804 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2805 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2806 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2807 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2808 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2809 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2810 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
|
---|
2811 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
|
---|
2812 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
|
---|
2813 | checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
|
---|
2814 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2815 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2816 | break;
|
---|
2817 | case WINED3D_TOP_BLEND_FACTOR_ALPHA:
|
---|
2818 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
|
---|
2819 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
|
---|
2820 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2821 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2822 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2823 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2824 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2825 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2826 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2827 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2828 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
|
---|
2829 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
|
---|
2830 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
|
---|
2831 | checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
|
---|
2832 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2833 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2834 | break;
|
---|
2835 | case WINED3D_TOP_BLEND_CURRENT_ALPHA:
|
---|
2836 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
|
---|
2837 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
|
---|
2838 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2839 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2840 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2841 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2842 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2843 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2844 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2845 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2846 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
|
---|
2847 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
|
---|
2848 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
|
---|
2849 | checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
|
---|
2850 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2851 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2852 | break;
|
---|
2853 | case WINED3D_TOP_DOTPRODUCT3:
|
---|
2854 | if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
|
---|
2855 | {
|
---|
2856 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
|
---|
2857 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
|
---|
2858 | }
|
---|
2859 | else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
|
---|
2860 | {
|
---|
2861 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
|
---|
2862 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
|
---|
2863 | } else {
|
---|
2864 | FIXME("This version of opengl does not support GL_DOT3\n");
|
---|
2865 | }
|
---|
2866 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2867 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2868 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2869 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2870 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2871 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2872 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2873 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2874 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2875 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2876 | break;
|
---|
2877 | case WINED3D_TOP_LERP:
|
---|
2878 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
|
---|
2879 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
|
---|
2880 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2881 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2882 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2883 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2884 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2885 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2886 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2887 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2888 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
|
---|
2889 | checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
|
---|
2890 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
|
---|
2891 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
|
---|
2892 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2893 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2894 | break;
|
---|
2895 | case WINED3D_TOP_ADD_SMOOTH:
|
---|
2896 | if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
|
---|
2897 | {
|
---|
2898 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2899 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2900 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2901 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2902 | switch (opr1) {
|
---|
2903 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
2904 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
|
---|
2905 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2906 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2907 | }
|
---|
2908 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2909 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2910 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2911 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2912 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
|
---|
2913 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
|
---|
2914 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2915 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2916 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2917 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2918 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2919 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2920 | } else
|
---|
2921 | Handled = FALSE;
|
---|
2922 | break;
|
---|
2923 | case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
|
---|
2924 | if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
|
---|
2925 | {
|
---|
2926 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2927 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2928 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
|
---|
2929 | checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
|
---|
2930 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2931 | checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
|
---|
2932 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2933 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2934 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
|
---|
2935 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
|
---|
2936 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2937 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2938 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2939 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2940 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2941 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2942 | } else
|
---|
2943 | Handled = FALSE;
|
---|
2944 | break;
|
---|
2945 | case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
|
---|
2946 | if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
|
---|
2947 | {
|
---|
2948 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2949 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2950 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2951 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2952 | switch (opr1) {
|
---|
2953 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2954 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2955 | case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2956 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2957 | }
|
---|
2958 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2959 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2960 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2961 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2962 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
|
---|
2963 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
|
---|
2964 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2965 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2966 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2967 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2968 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2969 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2970 | } else
|
---|
2971 | Handled = FALSE;
|
---|
2972 | break;
|
---|
2973 | case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
|
---|
2974 | if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
|
---|
2975 | {
|
---|
2976 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2977 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2978 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2979 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2980 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2981 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2982 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2983 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2984 | switch (opr1) {
|
---|
2985 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2986 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2987 | case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2988 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2989 | }
|
---|
2990 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
|
---|
2991 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
|
---|
2992 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2993 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2994 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2995 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2996 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2997 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2998 | } else
|
---|
2999 | Handled = FALSE;
|
---|
3000 | break;
|
---|
3001 | case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
|
---|
3002 | if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
|
---|
3003 | {
|
---|
3004 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
3005 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
3006 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
3007 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
3008 | switch (opr1) {
|
---|
3009 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
3010 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
3011 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
3012 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
3013 | }
|
---|
3014 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
3015 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
3016 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
3017 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
3018 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
|
---|
3019 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
|
---|
3020 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
3021 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
3022 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
3023 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
3024 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
3025 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
3026 | } else
|
---|
3027 | Handled = FALSE;
|
---|
3028 | break;
|
---|
3029 | case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
|
---|
3030 | if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
|
---|
3031 | {
|
---|
3032 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
3033 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
3034 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
3035 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
3036 | switch (opr1) {
|
---|
3037 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
3038 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
|
---|
3039 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
3040 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
3041 | }
|
---|
3042 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
3043 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
3044 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
3045 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
3046 | switch (opr1) {
|
---|
3047 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
3048 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
3049 | case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
3050 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
3051 | }
|
---|
3052 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
|
---|
3053 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
|
---|
3054 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
3055 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
3056 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
3057 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
3058 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
3059 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
3060 | } else
|
---|
3061 | Handled = FALSE;
|
---|
3062 | break;
|
---|
3063 | case WINED3D_TOP_MULTIPLY_ADD:
|
---|
3064 | if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
|
---|
3065 | {
|
---|
3066 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
3067 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
3068 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
3069 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
3070 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
3071 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
3072 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
|
---|
3073 | checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
|
---|
3074 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
|
---|
3075 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
|
---|
3076 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
3077 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
3078 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
3079 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
3080 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
3081 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
3082 | } else
|
---|
3083 | Handled = FALSE;
|
---|
3084 | break;
|
---|
3085 | case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
|
---|
3086 | case WINED3D_TOP_BUMPENVMAP:
|
---|
3087 | if (gl_info->supported[NV_TEXTURE_SHADER2])
|
---|
3088 | {
|
---|
3089 | /* Technically texture shader support without register combiners is possible, but not expected to occur
|
---|
3090 | * on real world cards, so for now a fixme should be enough
|
---|
3091 | */
|
---|
3092 | FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
|
---|
3093 | }
|
---|
3094 | Handled = FALSE;
|
---|
3095 | break;
|
---|
3096 |
|
---|
3097 | default:
|
---|
3098 | Handled = FALSE;
|
---|
3099 | }
|
---|
3100 |
|
---|
3101 | if (Handled) {
|
---|
3102 | BOOL combineOK = TRUE;
|
---|
3103 | if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
|
---|
3104 | {
|
---|
3105 | DWORD op2;
|
---|
3106 |
|
---|
3107 | if (isAlpha)
|
---|
3108 | op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
|
---|
3109 | else
|
---|
3110 | op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
|
---|
3111 |
|
---|
3112 | /* Note: If COMBINE4 in effect can't go back to combine! */
|
---|
3113 | switch (op2)
|
---|
3114 | {
|
---|
3115 | case WINED3D_TOP_ADD_SMOOTH:
|
---|
3116 | case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
|
---|
3117 | case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
|
---|
3118 | case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
|
---|
3119 | case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
|
---|
3120 | case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
|
---|
3121 | case WINED3D_TOP_MULTIPLY_ADD:
|
---|
3122 | /* Ignore those implemented in both cases */
|
---|
3123 | switch (op)
|
---|
3124 | {
|
---|
3125 | case WINED3D_TOP_SELECT_ARG1:
|
---|
3126 | case WINED3D_TOP_SELECT_ARG2:
|
---|
3127 | combineOK = FALSE;
|
---|
3128 | Handled = FALSE;
|
---|
3129 | break;
|
---|
3130 | default:
|
---|
3131 | FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
|
---|
3132 | return;
|
---|
3133 | }
|
---|
3134 | }
|
---|
3135 | }
|
---|
3136 |
|
---|
3137 | if (combineOK)
|
---|
3138 | {
|
---|
3139 | gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
---|
3140 | checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
|
---|
3141 |
|
---|
3142 | return;
|
---|
3143 | }
|
---|
3144 | }
|
---|
3145 |
|
---|
3146 | /* After all the extensions, if still unhandled, report fixme */
|
---|
3147 | FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
|
---|
3148 | }
|
---|
3149 |
|
---|
3150 |
|
---|
3151 | static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3152 | {
|
---|
3153 | DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
---|
3154 | const struct wined3d_device *device = context->swapchain->device;
|
---|
3155 | BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
|
---|
3156 | DWORD mapped_stage = device->texUnitMap[stage];
|
---|
3157 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
3158 |
|
---|
3159 | TRACE("Setting color op for stage %d\n", stage);
|
---|
3160 |
|
---|
3161 | /* Using a pixel shader? Don't care for anything here, the shader applying does it */
|
---|
3162 | if (use_ps(state)) return;
|
---|
3163 |
|
---|
3164 | if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
|
---|
3165 |
|
---|
3166 | if (mapped_stage != WINED3D_UNMAPPED_STAGE)
|
---|
3167 | {
|
---|
3168 | if (tex_used && mapped_stage >= gl_info->limits.textures)
|
---|
3169 | {
|
---|
3170 | FIXME("Attempt to enable unsupported stage!\n");
|
---|
3171 | return;
|
---|
3172 | }
|
---|
3173 | context_active_texture(context, gl_info, mapped_stage);
|
---|
3174 | }
|
---|
3175 |
|
---|
3176 | if (stage >= state->lowest_disabled_stage)
|
---|
3177 | {
|
---|
3178 | TRACE("Stage disabled\n");
|
---|
3179 | if (mapped_stage != WINED3D_UNMAPPED_STAGE)
|
---|
3180 | {
|
---|
3181 | /* Disable everything here */
|
---|
3182 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
|
---|
3183 | checkGLcall("glDisable(GL_TEXTURE_2D)");
|
---|
3184 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
|
---|
3185 | checkGLcall("glDisable(GL_TEXTURE_3D)");
|
---|
3186 | if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
|
---|
3187 | {
|
---|
3188 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
---|
3189 | checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
|
---|
3190 | }
|
---|
3191 | if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
|
---|
3192 | {
|
---|
3193 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
---|
3194 | checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
|
---|
3195 | }
|
---|
3196 | }
|
---|
3197 | /* All done */
|
---|
3198 | return;
|
---|
3199 | }
|
---|
3200 |
|
---|
3201 | /* The sampler will also activate the correct texture dimensions, so no
|
---|
3202 | * need to do it here if the sampler for this stage is dirty. */
|
---|
3203 | if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
|
---|
3204 | texture_activate_dimensions(state->textures[stage], gl_info);
|
---|
3205 |
|
---|
3206 | set_tex_op(gl_info, state, FALSE, stage,
|
---|
3207 | state->texture_states[stage][WINED3D_TSS_COLOR_OP],
|
---|
3208 | state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
|
---|
3209 | state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
|
---|
3210 | state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
|
---|
3211 | }
|
---|
3212 |
|
---|
3213 | void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3214 | {
|
---|
3215 | DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
---|
3216 | const struct wined3d_device *device = context->swapchain->device;
|
---|
3217 | BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
|
---|
3218 | DWORD mapped_stage = device->texUnitMap[stage];
|
---|
3219 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
3220 | DWORD op, arg1, arg2, arg0;
|
---|
3221 |
|
---|
3222 | TRACE("Setting alpha op for stage %d\n", stage);
|
---|
3223 | /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
|
---|
3224 | if (mapped_stage != WINED3D_UNMAPPED_STAGE)
|
---|
3225 | {
|
---|
3226 | if (tex_used && mapped_stage >= gl_info->limits.textures)
|
---|
3227 | {
|
---|
3228 | FIXME("Attempt to enable unsupported stage!\n");
|
---|
3229 | return;
|
---|
3230 | }
|
---|
3231 | context_active_texture(context, gl_info, mapped_stage);
|
---|
3232 | }
|
---|
3233 |
|
---|
3234 | op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
|
---|
3235 | arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
|
---|
3236 | arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
|
---|
3237 | arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
|
---|
3238 |
|
---|
3239 | if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
|
---|
3240 | {
|
---|
3241 | struct wined3d_texture *texture = state->textures[0];
|
---|
3242 | GLenum texture_dimensions = texture->target;
|
---|
3243 |
|
---|
3244 | if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
|
---|
3245 | {
|
---|
3246 | struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
|
---|
3247 |
|
---|
3248 | if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_size)
|
---|
3249 | {
|
---|
3250 | /* Color keying needs to pass alpha values from the texture through to have the alpha test work
|
---|
3251 | * properly. On the other hand applications can still use texture combiners apparently. This code
|
---|
3252 | * takes care that apps cannot remove the texture's alpha channel entirely.
|
---|
3253 | *
|
---|
3254 | * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
|
---|
3255 | * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
|
---|
3256 | * and alpha component of diffuse color to draw things like translucent text and perform other
|
---|
3257 | * blending effects.
|
---|
3258 | *
|
---|
3259 | * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
|
---|
3260 | * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
|
---|
3261 | * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
|
---|
3262 | * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
|
---|
3263 | * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
|
---|
3264 | * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
|
---|
3265 | * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
|
---|
3266 | * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
|
---|
3267 | * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
|
---|
3268 | * alpha.
|
---|
3269 | *
|
---|
3270 | * What to do with multitexturing? So far no app has been found that uses color keying with
|
---|
3271 | * multitexturing */
|
---|
3272 | if (op == WINED3D_TOP_DISABLE)
|
---|
3273 | {
|
---|
3274 | arg1 = WINED3DTA_TEXTURE;
|
---|
3275 | op = WINED3D_TOP_SELECT_ARG1;
|
---|
3276 | }
|
---|
3277 | else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
|
---|
3278 | {
|
---|
3279 | if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
|
---|
3280 | {
|
---|
3281 | arg2 = WINED3DTA_TEXTURE;
|
---|
3282 | op = WINED3D_TOP_MODULATE;
|
---|
3283 | }
|
---|
3284 | else arg1 = WINED3DTA_TEXTURE;
|
---|
3285 | }
|
---|
3286 | else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
|
---|
3287 | {
|
---|
3288 | if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
|
---|
3289 | {
|
---|
3290 | arg1 = WINED3DTA_TEXTURE;
|
---|
3291 | op = WINED3D_TOP_MODULATE;
|
---|
3292 | }
|
---|
3293 | else arg2 = WINED3DTA_TEXTURE;
|
---|
3294 | }
|
---|
3295 | }
|
---|
3296 | }
|
---|
3297 | }
|
---|
3298 |
|
---|
3299 | /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
|
---|
3300 | * this if block here, and the other code(color keying, texture unit selection) are the same
|
---|
3301 | */
|
---|
3302 | TRACE("Setting alpha op for stage %d\n", stage);
|
---|
3303 | if (gl_info->supported[NV_REGISTER_COMBINERS])
|
---|
3304 | {
|
---|
3305 | set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
|
---|
3306 | mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
|
---|
3307 | }
|
---|
3308 | else
|
---|
3309 | {
|
---|
3310 | set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
|
---|
3311 | }
|
---|
3312 | }
|
---|
3313 |
|
---|
3314 | void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3315 | {
|
---|
3316 | DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
---|
3317 | const struct wined3d_device *device = context->swapchain->device;
|
---|
3318 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
3319 | DWORD mapped_stage = device->texUnitMap[texUnit];
|
---|
3320 | BOOL generated;
|
---|
3321 | int coordIdx;
|
---|
3322 |
|
---|
3323 | /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
|
---|
3324 | if (use_vs(state) || isStateDirty(context, STATE_VDECL))
|
---|
3325 | {
|
---|
3326 | TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
|
---|
3327 | return;
|
---|
3328 | }
|
---|
3329 |
|
---|
3330 | if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
|
---|
3331 | if (mapped_stage >= gl_info->limits.textures) return;
|
---|
3332 |
|
---|
3333 | context_active_texture(context, gl_info, mapped_stage);
|
---|
3334 | generated = (state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
|
---|
3335 | coordIdx = min(state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff], MAX_TEXTURES - 1);
|
---|
3336 |
|
---|
3337 | set_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + texUnit].u.m[0][0],
|
---|
3338 | state->texture_states[texUnit][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
|
---|
3339 | generated, context->last_was_rhw,
|
---|
3340 | device->stream_info.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
|
---|
3341 | ? device->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
|
---|
3342 | : WINED3DFMT_UNKNOWN,
|
---|
3343 | device->shader_backend->shader_has_ffp_proj_control(device->shader_priv));
|
---|
3344 |
|
---|
3345 | /* The sampler applying function calls us if this changes */
|
---|
3346 | if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
|
---|
3347 | {
|
---|
3348 | if(generated) {
|
---|
3349 | FIXME("Non-power2 texture being used with generated texture coords\n");
|
---|
3350 | }
|
---|
3351 | /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
|
---|
3352 | fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
|
---|
3353 | if (!use_ps(state))
|
---|
3354 | {
|
---|
3355 | TRACE("Non power two matrix multiply fixup\n");
|
---|
3356 | gl_info->gl_ops.gl.p_glMultMatrixf(state->textures[texUnit]->pow2_matrix);
|
---|
3357 | }
|
---|
3358 | }
|
---|
3359 | }
|
---|
3360 |
|
---|
3361 | static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
|
---|
3362 | {
|
---|
3363 | unsigned int texture_idx;
|
---|
3364 |
|
---|
3365 | for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
|
---|
3366 | {
|
---|
3367 | GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
|
---|
3368 | gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
3369 | }
|
---|
3370 | }
|
---|
3371 |
|
---|
3372 | static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
|
---|
3373 | GLuint *curVBO, const struct wined3d_state *state)
|
---|
3374 | {
|
---|
3375 | const struct wined3d_device *device = context->swapchain->device;
|
---|
3376 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
3377 | unsigned int mapped_stage = 0;
|
---|
3378 | unsigned int textureNo = 0;
|
---|
3379 |
|
---|
3380 | for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
|
---|
3381 | {
|
---|
3382 | int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
|
---|
3383 |
|
---|
3384 | mapped_stage = device->texUnitMap[textureNo];
|
---|
3385 | if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
|
---|
3386 |
|
---|
3387 | if (mapped_stage >= gl_info->limits.texture_coords)
|
---|
3388 | {
|
---|
3389 | FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
|
---|
3390 | continue;
|
---|
3391 | }
|
---|
3392 |
|
---|
3393 | if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
|
---|
3394 | {
|
---|
3395 | const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
|
---|
3396 |
|
---|
3397 | TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
|
---|
3398 | textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
|
---|
3399 |
|
---|
3400 | if (*curVBO != e->data.buffer_object)
|
---|
3401 | {
|
---|
3402 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
|
---|
3403 | checkGLcall("glBindBufferARB");
|
---|
3404 | *curVBO = e->data.buffer_object;
|
---|
3405 | }
|
---|
3406 |
|
---|
3407 | GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
3408 | checkGLcall("glClientActiveTextureARB");
|
---|
3409 |
|
---|
3410 | /* The coords to supply depend completely on the fvf / vertex shader */
|
---|
3411 | gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
|
---|
3412 | e->data.addr + state->load_base_vertex_index * e->stride);
|
---|
3413 | gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
3414 | }
|
---|
3415 | else
|
---|
3416 | {
|
---|
3417 | GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
|
---|
3418 | }
|
---|
3419 | }
|
---|
3420 | if (gl_info->supported[NV_REGISTER_COMBINERS])
|
---|
3421 | {
|
---|
3422 | /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
|
---|
3423 | for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
|
---|
3424 | {
|
---|
3425 | GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
|
---|
3426 | }
|
---|
3427 | }
|
---|
3428 |
|
---|
3429 | checkGLcall("loadTexCoords");
|
---|
3430 | }
|
---|
3431 |
|
---|
3432 | static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3433 | {
|
---|
3434 | DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
---|
3435 | const struct wined3d_device *device = context->swapchain->device;
|
---|
3436 | static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
|
---|
3437 | static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
|
---|
3438 | static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
|
---|
3439 | static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
---|
3440 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
3441 | DWORD mapped_stage = device->texUnitMap[stage];
|
---|
3442 |
|
---|
3443 | if (mapped_stage == WINED3D_UNMAPPED_STAGE)
|
---|
3444 | {
|
---|
3445 | TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
|
---|
3446 | return;
|
---|
3447 | }
|
---|
3448 |
|
---|
3449 | if (mapped_stage >= gl_info->limits.fragment_samplers)
|
---|
3450 | {
|
---|
3451 | WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
|
---|
3452 | return;
|
---|
3453 | }
|
---|
3454 | context_active_texture(context, gl_info, mapped_stage);
|
---|
3455 |
|
---|
3456 | /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
|
---|
3457 | *
|
---|
3458 | * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
|
---|
3459 | * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
|
---|
3460 | * means use the vertex position (camera-space) as the input texture coordinates
|
---|
3461 | * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
|
---|
3462 | * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
|
---|
3463 | * to the TEXCOORDINDEX value
|
---|
3464 | */
|
---|
3465 | switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
|
---|
3466 | {
|
---|
3467 | case WINED3DTSS_TCI_PASSTHRU:
|
---|
3468 | /* Use the specified texture coordinates contained within the
|
---|
3469 | * vertex format. This value resolves to zero. */
|
---|
3470 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
|
---|
3471 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
|
---|
3472 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
|
---|
3473 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
|
---|
3474 | checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
|
---|
3475 | break;
|
---|
3476 |
|
---|
3477 | case WINED3DTSS_TCI_CAMERASPACEPOSITION:
|
---|
3478 | /* CameraSpacePosition means use the vertex position, transformed to camera space,
|
---|
3479 | * as the input texture coordinates for this stage's texture transformation. This
|
---|
3480 | * equates roughly to EYE_LINEAR */
|
---|
3481 |
|
---|
3482 | gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
|
---|
3483 | gl_info->gl_ops.gl.p_glPushMatrix();
|
---|
3484 | gl_info->gl_ops.gl.p_glLoadIdentity();
|
---|
3485 | gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
---|
3486 | gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
---|
3487 | gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
---|
3488 | gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
---|
3489 | gl_info->gl_ops.gl.p_glPopMatrix();
|
---|
3490 | checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
|
---|
3491 |
|
---|
3492 | gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
---|
3493 | gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
---|
3494 | gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
---|
3495 | checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
|
---|
3496 |
|
---|
3497 | gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
|
---|
3498 | gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
|
---|
3499 | gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
|
---|
3500 | checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
|
---|
3501 |
|
---|
3502 | break;
|
---|
3503 |
|
---|
3504 | case WINED3DTSS_TCI_CAMERASPACENORMAL:
|
---|
3505 | /* Note that NV_TEXGEN_REFLECTION support is implied when
|
---|
3506 | * ARB_TEXTURE_CUBE_MAP is supported */
|
---|
3507 | if (!gl_info->supported[NV_TEXGEN_REFLECTION])
|
---|
3508 | {
|
---|
3509 | FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
|
---|
3510 | break;
|
---|
3511 | }
|
---|
3512 |
|
---|
3513 | gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
|
---|
3514 | gl_info->gl_ops.gl.p_glPushMatrix();
|
---|
3515 | gl_info->gl_ops.gl.p_glLoadIdentity();
|
---|
3516 | gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
---|
3517 | gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
---|
3518 | gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
---|
3519 | gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
---|
3520 | gl_info->gl_ops.gl.p_glPopMatrix();
|
---|
3521 | checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
|
---|
3522 |
|
---|
3523 | gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
---|
3524 | gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
---|
3525 | gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
---|
3526 | checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
|
---|
3527 |
|
---|
3528 | gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
|
---|
3529 | gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
|
---|
3530 | gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
|
---|
3531 | checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
|
---|
3532 |
|
---|
3533 | break;
|
---|
3534 |
|
---|
3535 | case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
|
---|
3536 | /* Note that NV_TEXGEN_REFLECTION support is implied when
|
---|
3537 | * ARB_TEXTURE_CUBE_MAP is supported */
|
---|
3538 | if (!gl_info->supported[NV_TEXGEN_REFLECTION])
|
---|
3539 | {
|
---|
3540 | FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
|
---|
3541 | break;
|
---|
3542 | }
|
---|
3543 |
|
---|
3544 | gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
|
---|
3545 | gl_info->gl_ops.gl.p_glPushMatrix();
|
---|
3546 | gl_info->gl_ops.gl.p_glLoadIdentity();
|
---|
3547 | gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
---|
3548 | gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
---|
3549 | gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
---|
3550 | gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
---|
3551 | gl_info->gl_ops.gl.p_glPopMatrix();
|
---|
3552 | checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
|
---|
3553 |
|
---|
3554 | gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
---|
3555 | gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
---|
3556 | gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
---|
3557 | checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
|
---|
3558 |
|
---|
3559 | gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
|
---|
3560 | gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
|
---|
3561 | gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
|
---|
3562 | checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
|
---|
3563 |
|
---|
3564 | break;
|
---|
3565 |
|
---|
3566 | case WINED3DTSS_TCI_SPHEREMAP:
|
---|
3567 | gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
---|
3568 | gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
---|
3569 | checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
|
---|
3570 |
|
---|
3571 | gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
|
---|
3572 | gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
|
---|
3573 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
|
---|
3574 | checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
|
---|
3575 |
|
---|
3576 | break;
|
---|
3577 |
|
---|
3578 | default:
|
---|
3579 | FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
|
---|
3580 | state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
|
---|
3581 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
|
---|
3582 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
|
---|
3583 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
|
---|
3584 | gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
|
---|
3585 | checkGLcall("Disable texgen.");
|
---|
3586 |
|
---|
3587 | break;
|
---|
3588 | }
|
---|
3589 |
|
---|
3590 | /* Update the texture matrix. */
|
---|
3591 | if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
|
---|
3592 | transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
|
---|
3593 |
|
---|
3594 | if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
|
---|
3595 | {
|
---|
3596 | /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
|
---|
3597 | * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
|
---|
3598 | * and do all the things linked to it
|
---|
3599 | * TODO: Tidy that up to reload only the arrays of the changed unit
|
---|
3600 | */
|
---|
3601 | GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
|
---|
3602 |
|
---|
3603 | unload_tex_coords(gl_info);
|
---|
3604 | load_tex_coords(context, &device->stream_info, &curVBO, state);
|
---|
3605 | }
|
---|
3606 | }
|
---|
3607 |
|
---|
3608 | static void tex_bumpenvlscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3609 | {
|
---|
3610 | DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
---|
3611 | const struct wined3d_shader *ps = state->pixel_shader;
|
---|
3612 |
|
---|
3613 | /* The pixel shader has to know the luminance scale. Do a constants update. */
|
---|
3614 | if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
|
---|
3615 | context->load_constants = 1;
|
---|
3616 | }
|
---|
3617 |
|
---|
3618 | void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3619 | {
|
---|
3620 | const DWORD sampler = state_id - STATE_SAMPLER(0);
|
---|
3621 | const struct wined3d_texture *texture = state->textures[sampler];
|
---|
3622 |
|
---|
3623 | TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
|
---|
3624 |
|
---|
3625 | if(!texture) return;
|
---|
3626 | /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
|
---|
3627 | * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
|
---|
3628 | * scaling is reapplied or removed, the texture matrix has to be reapplied
|
---|
3629 | *
|
---|
3630 | * The mapped stage is already active because the sampler() function below, which is part of the
|
---|
3631 | * misc pipeline
|
---|
3632 | */
|
---|
3633 | if (sampler < MAX_TEXTURES)
|
---|
3634 | {
|
---|
3635 | const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
|
---|
3636 |
|
---|
3637 | if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
|
---|
3638 | {
|
---|
3639 | const struct wined3d_device *device = context->swapchain->device;
|
---|
3640 |
|
---|
3641 | if (texIsPow2)
|
---|
3642 | context->lastWasPow2Texture |= 1 << sampler;
|
---|
3643 | else
|
---|
3644 | context->lastWasPow2Texture &= ~(1 << sampler);
|
---|
3645 |
|
---|
3646 | transform_texture(context, state,
|
---|
3647 | STATE_TEXTURESTAGE(device->texUnitMap[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
|
---|
3648 | }
|
---|
3649 | }
|
---|
3650 | }
|
---|
3651 |
|
---|
3652 | static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3653 | {
|
---|
3654 | const struct wined3d_device *device = context->swapchain->device;
|
---|
3655 | DWORD sampler = state_id - STATE_SAMPLER(0);
|
---|
3656 | DWORD mapped_stage = device->texUnitMap[sampler];
|
---|
3657 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
3658 | union {
|
---|
3659 | float f;
|
---|
3660 | DWORD d;
|
---|
3661 | } tmpvalue;
|
---|
3662 |
|
---|
3663 | TRACE("Sampler: %d\n", sampler);
|
---|
3664 | /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
|
---|
3665 | * only has to bind textures and set the per texture states
|
---|
3666 | */
|
---|
3667 |
|
---|
3668 | if (mapped_stage == WINED3D_UNMAPPED_STAGE)
|
---|
3669 | {
|
---|
3670 | TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
|
---|
3671 | return;
|
---|
3672 | }
|
---|
3673 |
|
---|
3674 | if (mapped_stage >= gl_info->limits.combined_samplers)
|
---|
3675 | {
|
---|
3676 | return;
|
---|
3677 | }
|
---|
3678 | context_active_texture(context, gl_info, mapped_stage);
|
---|
3679 |
|
---|
3680 | if (state->textures[sampler])
|
---|
3681 | {
|
---|
3682 | struct wined3d_texture *texture = state->textures[sampler];
|
---|
3683 | BOOL srgb = state->sampler_states[sampler][WINED3D_SAMP_SRGB_TEXTURE];
|
---|
3684 |
|
---|
3685 | texture->texture_ops->texture_bind(texture, context, srgb);
|
---|
3686 | wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
|
---|
3687 |
|
---|
3688 | if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
|
---|
3689 | {
|
---|
3690 | tmpvalue.d = state->sampler_states[sampler][WINED3D_SAMP_MIPMAP_LOD_BIAS];
|
---|
3691 | gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
|
---|
3692 | GL_TEXTURE_LOD_BIAS_EXT, tmpvalue.f);
|
---|
3693 | checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
|
---|
3694 | }
|
---|
3695 |
|
---|
3696 | if (!use_ps(state) && sampler < state->lowest_disabled_stage)
|
---|
3697 | {
|
---|
3698 | if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler)
|
---|
3699 | {
|
---|
3700 | /* If color keying is enabled update the alpha test, it
|
---|
3701 | * depends on the existence of a color key in stage 0. */
|
---|
3702 | state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
|
---|
3703 | }
|
---|
3704 | }
|
---|
3705 |
|
---|
3706 | /* Trigger shader constant reloading (for NP2 texcoord fixup) */
|
---|
3707 | if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
|
---|
3708 | device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
|
---|
3709 | }
|
---|
3710 | else
|
---|
3711 | {
|
---|
3712 | if (sampler < state->lowest_disabled_stage)
|
---|
3713 | {
|
---|
3714 | /* TODO: What should I do with pixel shaders here ??? */
|
---|
3715 | if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler)
|
---|
3716 | {
|
---|
3717 | /* If color keying is enabled update the alpha test, it
|
---|
3718 | * depends on the existence of a color key in stage 0. */
|
---|
3719 | state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
|
---|
3720 | }
|
---|
3721 | } /* Otherwise tex_colorop disables the stage */
|
---|
3722 | context_bind_texture(context, GL_NONE, 0);
|
---|
3723 | }
|
---|
3724 | }
|
---|
3725 |
|
---|
3726 | void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3727 | {
|
---|
3728 | unsigned int i;
|
---|
3729 |
|
---|
3730 | if (use_ps(state))
|
---|
3731 | {
|
---|
3732 | if (!context->last_was_pshader)
|
---|
3733 | {
|
---|
3734 | /* Former draw without a pixel shader, some samplers may be
|
---|
3735 | * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
|
---|
3736 | * make sure to enable them. */
|
---|
3737 | for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
|
---|
3738 | {
|
---|
3739 | if (!isStateDirty(context, STATE_SAMPLER(i)))
|
---|
3740 | sampler(context, state, STATE_SAMPLER(i));
|
---|
3741 | }
|
---|
3742 | context->last_was_pshader = TRUE;
|
---|
3743 | }
|
---|
3744 | else
|
---|
3745 | {
|
---|
3746 | /* Otherwise all samplers were activated by the code above in
|
---|
3747 | * earlier draws, or by sampler() if a different texture was
|
---|
3748 | * bound. I don't have to do anything. */
|
---|
3749 | }
|
---|
3750 | }
|
---|
3751 | else
|
---|
3752 | {
|
---|
3753 | /* Disabled the pixel shader - color ops weren't applied while it was
|
---|
3754 | * enabled, so re-apply them. */
|
---|
3755 | for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
|
---|
3756 | {
|
---|
3757 | if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
|
---|
3758 | context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
|
---|
3759 | }
|
---|
3760 | context->last_was_pshader = FALSE;
|
---|
3761 | }
|
---|
3762 |
|
---|
3763 | context->select_shader = 1;
|
---|
3764 | context->load_constants = 1;
|
---|
3765 | }
|
---|
3766 |
|
---|
3767 | static void state_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3768 | {
|
---|
3769 | context->select_shader = 1;
|
---|
3770 | }
|
---|
3771 |
|
---|
3772 | static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3773 | {
|
---|
3774 | DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
---|
3775 | const struct wined3d_shader *ps = state->pixel_shader;
|
---|
3776 |
|
---|
3777 | /* The pixel shader has to know the bump env matrix. Do a constants update. */
|
---|
3778 | if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
|
---|
3779 | context->load_constants = 1;
|
---|
3780 | }
|
---|
3781 |
|
---|
3782 | void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3783 | {
|
---|
3784 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
3785 |
|
---|
3786 | /* This function is called by transform_view below if the view matrix was changed too
|
---|
3787 | *
|
---|
3788 | * Deliberately no check if the vertex declaration is dirty because the vdecl state
|
---|
3789 | * does not always update the world matrix, only on a switch between transformed
|
---|
3790 | * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
|
---|
3791 | * draw, but that should be rather rare and cheaper in total.
|
---|
3792 | */
|
---|
3793 | gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
|
---|
3794 | checkGLcall("glMatrixMode");
|
---|
3795 |
|
---|
3796 | if (context->last_was_rhw)
|
---|
3797 | {
|
---|
3798 | gl_info->gl_ops.gl.p_glLoadIdentity();
|
---|
3799 | checkGLcall("glLoadIdentity()");
|
---|
3800 | }
|
---|
3801 | else
|
---|
3802 | {
|
---|
3803 | gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
|
---|
3804 | checkGLcall("glLoadMatrixf");
|
---|
3805 | gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]);
|
---|
3806 | checkGLcall("glMultMatrixf");
|
---|
3807 | }
|
---|
3808 | }
|
---|
3809 |
|
---|
3810 | void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3811 | {
|
---|
3812 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
3813 | UINT index = state_id - STATE_CLIPPLANE(0);
|
---|
3814 | GLdouble plane[4];
|
---|
3815 |
|
---|
3816 | if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes)
|
---|
3817 | return;
|
---|
3818 |
|
---|
3819 | gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
|
---|
3820 | gl_info->gl_ops.gl.p_glPushMatrix();
|
---|
3821 |
|
---|
3822 | /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
|
---|
3823 | if (!use_vs(state))
|
---|
3824 | gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
|
---|
3825 | else
|
---|
3826 | /* With vertex shaders, clip planes are not transformed in Direct3D,
|
---|
3827 | * while in OpenGL they are still transformed by the model view matix. */
|
---|
3828 | gl_info->gl_ops.gl.p_glLoadIdentity();
|
---|
3829 |
|
---|
3830 | plane[0] = state->clip_planes[index].x;
|
---|
3831 | plane[1] = state->clip_planes[index].y;
|
---|
3832 | plane[2] = state->clip_planes[index].z;
|
---|
3833 | plane[3] = state->clip_planes[index].w;
|
---|
3834 |
|
---|
3835 | TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
|
---|
3836 | plane[0], plane[1], plane[2], plane[3]);
|
---|
3837 | gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
|
---|
3838 | checkGLcall("glClipPlane");
|
---|
3839 |
|
---|
3840 | gl_info->gl_ops.gl.p_glPopMatrix();
|
---|
3841 | }
|
---|
3842 |
|
---|
3843 | static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3844 | {
|
---|
3845 | UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
|
---|
3846 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
3847 | GLenum glMat;
|
---|
3848 |
|
---|
3849 | TRACE("Setting world matrix %d\n", matrix);
|
---|
3850 |
|
---|
3851 | if (matrix >= gl_info->limits.blends)
|
---|
3852 | {
|
---|
3853 | WARN("Unsupported blend matrix set\n");
|
---|
3854 | return;
|
---|
3855 | }
|
---|
3856 |
|
---|
3857 | if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
|
---|
3858 | return;
|
---|
3859 |
|
---|
3860 | /* GL_MODELVIEW0_ARB: 0x1700
|
---|
3861 | * GL_MODELVIEW1_ARB: 0x850a
|
---|
3862 | * GL_MODELVIEW2_ARB: 0x8722
|
---|
3863 | * GL_MODELVIEW3_ARB: 0x8723
|
---|
3864 | * etc
|
---|
3865 | * GL_MODELVIEW31_ARB: 0x873f
|
---|
3866 | */
|
---|
3867 | if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
|
---|
3868 | else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
|
---|
3869 |
|
---|
3870 | gl_info->gl_ops.gl.p_glMatrixMode(glMat);
|
---|
3871 | checkGLcall("glMatrixMode(glMat)");
|
---|
3872 |
|
---|
3873 | /* World matrix 0 is multiplied with the view matrix because d3d uses 3
|
---|
3874 | * matrices while gl uses only 2. To avoid weighting the view matrix
|
---|
3875 | * incorrectly it has to be multiplied into every GL modelview matrix. */
|
---|
3876 | gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
|
---|
3877 | checkGLcall("glLoadMatrixf");
|
---|
3878 | gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]);
|
---|
3879 | checkGLcall("glMultMatrixf");
|
---|
3880 | }
|
---|
3881 |
|
---|
3882 | static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3883 | {
|
---|
3884 | enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
|
---|
3885 | static unsigned int once;
|
---|
3886 |
|
---|
3887 | if (f == WINED3D_VBF_DISABLE)
|
---|
3888 | return;
|
---|
3889 |
|
---|
3890 | if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
|
---|
3891 | else WARN("Vertex blend flags %#x not supported.\n", f);
|
---|
3892 | }
|
---|
3893 |
|
---|
3894 | static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3895 | {
|
---|
3896 | enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
|
---|
3897 | struct wined3d_device *device = context->swapchain->device;
|
---|
3898 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
3899 | static unsigned int once;
|
---|
3900 |
|
---|
3901 | switch (val)
|
---|
3902 | {
|
---|
3903 | case WINED3D_VBF_1WEIGHTS:
|
---|
3904 | case WINED3D_VBF_2WEIGHTS:
|
---|
3905 | case WINED3D_VBF_3WEIGHTS:
|
---|
3906 | gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
|
---|
3907 | checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
|
---|
3908 |
|
---|
3909 | /* D3D adds one more matrix which has weight (1 - sum(weights)).
|
---|
3910 | * This is enabled at context creation with enabling
|
---|
3911 | * GL_WEIGHT_SUM_UNITY_ARB. */
|
---|
3912 | GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
|
---|
3913 |
|
---|
3914 | if (!device->vertexBlendUsed)
|
---|
3915 | {
|
---|
3916 | unsigned int i;
|
---|
3917 | for (i = 1; i < gl_info->limits.blends; ++i)
|
---|
3918 | {
|
---|
3919 | if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
|
---|
3920 | transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
|
---|
3921 | }
|
---|
3922 | device->vertexBlendUsed = TRUE;
|
---|
3923 | }
|
---|
3924 | break;
|
---|
3925 |
|
---|
3926 | case WINED3D_VBF_TWEENING:
|
---|
3927 | case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
|
---|
3928 | if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
|
---|
3929 | else WARN("Vertex blend flags %#x not supported.\n", val);
|
---|
3930 | /* Fall through. */
|
---|
3931 | case WINED3D_VBF_DISABLE:
|
---|
3932 | gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
|
---|
3933 | checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
|
---|
3934 | break;
|
---|
3935 | }
|
---|
3936 | }
|
---|
3937 |
|
---|
3938 | void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3939 | {
|
---|
3940 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
3941 | const struct wined3d_light_info *light = NULL;
|
---|
3942 | unsigned int k;
|
---|
3943 |
|
---|
3944 | /* If we are changing the View matrix, reset the light and clipping planes to the new view
|
---|
3945 | * NOTE: We have to reset the positions even if the light/plane is not currently
|
---|
3946 | * enabled, since the call to enable it will not reset the position.
|
---|
3947 | * NOTE2: Apparently texture transforms do NOT need reapplying
|
---|
3948 | */
|
---|
3949 |
|
---|
3950 | gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
|
---|
3951 | checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
---|
3952 | gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
|
---|
3953 | checkGLcall("glLoadMatrixf(...)");
|
---|
3954 |
|
---|
3955 | /* Reset lights. TODO: Call light apply func */
|
---|
3956 | for (k = 0; k < gl_info->limits.lights; ++k)
|
---|
3957 | {
|
---|
3958 | if (!(light = state->lights[k]))
|
---|
3959 | continue;
|
---|
3960 | gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
|
---|
3961 | checkGLcall("glLightfv posn");
|
---|
3962 | gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
|
---|
3963 | checkGLcall("glLightfv dirn");
|
---|
3964 | }
|
---|
3965 |
|
---|
3966 | /* Reset Clipping Planes */
|
---|
3967 | for (k = 0; k < gl_info->limits.clipplanes; ++k)
|
---|
3968 | {
|
---|
3969 | if (!isStateDirty(context, STATE_CLIPPLANE(k)))
|
---|
3970 | clipplane(context, state, STATE_CLIPPLANE(k));
|
---|
3971 | }
|
---|
3972 |
|
---|
3973 | if (context->last_was_rhw)
|
---|
3974 | {
|
---|
3975 | gl_info->gl_ops.gl.p_glLoadIdentity();
|
---|
3976 | checkGLcall("glLoadIdentity()");
|
---|
3977 | /* No need to update the world matrix, the identity is fine */
|
---|
3978 | return;
|
---|
3979 | }
|
---|
3980 |
|
---|
3981 | /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
|
---|
3982 | * No need to do it here if the state is scheduled for update. */
|
---|
3983 | if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
|
---|
3984 | transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
|
---|
3985 |
|
---|
3986 | /* Avoid looping over a number of matrices if the app never used the functionality */
|
---|
3987 | if (context->swapchain->device->vertexBlendUsed)
|
---|
3988 | {
|
---|
3989 | for (k = 1; k < gl_info->limits.blends; ++k)
|
---|
3990 | {
|
---|
3991 | if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
|
---|
3992 | transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
|
---|
3993 | }
|
---|
3994 | }
|
---|
3995 | }
|
---|
3996 |
|
---|
3997 | void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
3998 | {
|
---|
3999 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4000 |
|
---|
4001 | gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
|
---|
4002 | checkGLcall("glMatrixMode(GL_PROJECTION)");
|
---|
4003 |
|
---|
4004 | /* There are a couple of additional things we have to take into account
|
---|
4005 | * here besides the projection transformation itself:
|
---|
4006 | * - We need to flip along the y-axis in case of offscreen rendering.
|
---|
4007 | * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
|
---|
4008 | * - D3D coordinates refer to pixel centers while GL coordinates refer
|
---|
4009 | * to pixel corners.
|
---|
4010 | * - D3D has a top-left filling convention. We need to maintain this
|
---|
4011 | * even after the y-flip mentioned above.
|
---|
4012 | * In order to handle the last two points, we translate by
|
---|
4013 | * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
|
---|
4014 | * translating slightly less than half a pixel. We want the difference to
|
---|
4015 | * be large enough that it doesn't get lost due to rounding inside the
|
---|
4016 | * driver, but small enough to prevent it from interfering with any
|
---|
4017 | * anti-aliasing. */
|
---|
4018 |
|
---|
4019 | if (context->last_was_rhw)
|
---|
4020 | {
|
---|
4021 | /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
|
---|
4022 | double x = state->viewport.x;
|
---|
4023 | double y = state->viewport.y;
|
---|
4024 | double w = state->viewport.width;
|
---|
4025 | double h = state->viewport.height;
|
---|
4026 | double x_scale = 2.0 / w;
|
---|
4027 | double x_offset = ((63.0 / 64.0) - (2.0 * x) - w) / w;
|
---|
4028 | double y_scale = context->render_offscreen ? 2.0 / h : 2.0 / -h;
|
---|
4029 | double y_offset = context->render_offscreen
|
---|
4030 | ? ((63.0 / 64.0) - (2.0 * y) - h) / h
|
---|
4031 | : ((63.0 / 64.0) - (2.0 * y) - h) / -h;
|
---|
4032 | const GLdouble projection[] =
|
---|
4033 | {
|
---|
4034 | x_scale, 0.0, 0.0, 0.0,
|
---|
4035 | 0.0, y_scale, 0.0, 0.0,
|
---|
4036 | 0.0, 0.0, 2.0, 0.0,
|
---|
4037 | x_offset, y_offset, -1.0, 1.0,
|
---|
4038 | };
|
---|
4039 |
|
---|
4040 | gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
|
---|
4041 | checkGLcall("glLoadMatrixd");
|
---|
4042 | }
|
---|
4043 | else
|
---|
4044 | {
|
---|
4045 | double y_scale = context->render_offscreen ? -1.0 : 1.0;
|
---|
4046 | double x_offset = (63.0 / 64.0) / state->viewport.width;
|
---|
4047 | double y_offset = context->render_offscreen
|
---|
4048 | ? (63.0 / 64.0) / state->viewport.height
|
---|
4049 | : -(63.0 / 64.0) / state->viewport.height;
|
---|
4050 | const GLdouble projection[] =
|
---|
4051 | {
|
---|
4052 | 1.0, 0.0, 0.0, 0.0,
|
---|
4053 | 0.0, y_scale, 0.0, 0.0,
|
---|
4054 | 0.0, 0.0, 2.0, 0.0,
|
---|
4055 | x_offset, y_offset, -1.0, 1.0,
|
---|
4056 | };
|
---|
4057 |
|
---|
4058 | gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
|
---|
4059 | checkGLcall("glLoadMatrixd");
|
---|
4060 |
|
---|
4061 | gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_PROJECTION].u.m[0][0]);
|
---|
4062 | checkGLcall("glLoadMatrixf");
|
---|
4063 | }
|
---|
4064 | }
|
---|
4065 |
|
---|
4066 | /* This should match any arrays loaded in load_vertex_data.
|
---|
4067 | * TODO: Only load / unload arrays if we have to. */
|
---|
4068 | static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
|
---|
4069 | {
|
---|
4070 | gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
|
---|
4071 | gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
|
---|
4072 | gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
|
---|
4073 | if (gl_info->supported[EXT_SECONDARY_COLOR])
|
---|
4074 | gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
---|
4075 | if (gl_info->supported[ARB_VERTEX_BLEND])
|
---|
4076 | gl_info->gl_ops.gl.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB);
|
---|
4077 | unload_tex_coords(gl_info);
|
---|
4078 | }
|
---|
4079 |
|
---|
4080 | static inline void unload_numbered_array(struct wined3d_context *context, int i)
|
---|
4081 | {
|
---|
4082 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4083 |
|
---|
4084 | GL_EXTCALL(glDisableVertexAttribArrayARB(i));
|
---|
4085 | checkGLcall("glDisableVertexAttribArrayARB(reg)");
|
---|
4086 | if (gl_info->supported[ARB_INSTANCED_ARRAYS])
|
---|
4087 | GL_EXTCALL(glVertexAttribDivisorARB(i, 0));
|
---|
4088 |
|
---|
4089 | context->numbered_array_mask &= ~(1 << i);
|
---|
4090 | }
|
---|
4091 |
|
---|
4092 | /* This should match any arrays loaded in loadNumberedArrays
|
---|
4093 | * TODO: Only load / unload arrays if we have to. */
|
---|
4094 | static void unload_numbered_arrays(struct wined3d_context *context)
|
---|
4095 | {
|
---|
4096 | /* disable any attribs (this is the same for both GLSL and ARB modes) */
|
---|
4097 | int i;
|
---|
4098 |
|
---|
4099 | for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
|
---|
4100 | unload_numbered_array(context, i);
|
---|
4101 | }
|
---|
4102 | }
|
---|
4103 |
|
---|
4104 | static void load_numbered_arrays(struct wined3d_context *context,
|
---|
4105 | const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
|
---|
4106 | {
|
---|
4107 | struct wined3d_device *device = context->swapchain->device;
|
---|
4108 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4109 | GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
|
---|
4110 | int i;
|
---|
4111 |
|
---|
4112 | /* Default to no instancing */
|
---|
4113 | device->instance_count = 0;
|
---|
4114 |
|
---|
4115 | for (i = 0; i < MAX_ATTRIBS; i++)
|
---|
4116 | {
|
---|
4117 | const struct wined3d_stream_state *stream;
|
---|
4118 |
|
---|
4119 | if (!(stream_info->use_map & (1 << i)))
|
---|
4120 | {
|
---|
4121 | #ifdef VBOX_WITH_WINE_FIX_ZEROVERTATTR
|
---|
4122 | if (i == 0)
|
---|
4123 | {
|
---|
4124 | GLfloat af[4] = {0., 0., 0., 0.,};
|
---|
4125 | # ifdef DEBUG_misha
|
---|
4126 | ERR("Test it!\n");
|
---|
4127 | # endif
|
---|
4128 | Assert(device->czvDrawVertices);
|
---|
4129 | zv_bind(context, GL_FLOAT, device->czvDrawVertices, 4, GL_FALSE, af);
|
---|
4130 | # ifdef VBOX_WITH_WINE_FIX_CURVBO
|
---|
4131 | /* we need to invalidate the curVBO state, since buffer_get_sysmem maay change the current buffer */
|
---|
4132 | curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
|
---|
4133 | # endif
|
---|
4134 | }
|
---|
4135 | else
|
---|
4136 | #endif
|
---|
4137 | {
|
---|
4138 | #ifdef DEBUG_misha
|
---|
4139 | Assert(i);
|
---|
4140 | #endif
|
---|
4141 |
|
---|
4142 | if (context->numbered_array_mask & (1 << i))
|
---|
4143 | unload_numbered_array(context, i);
|
---|
4144 | if (state->vertex_shader->reg_maps.input_registers & (1 << i))
|
---|
4145 | GL_EXTCALL(glVertexAttrib4fARB(i, 0.0f, 0.0f, 0.0f, 0.0f));
|
---|
4146 |
|
---|
4147 | }
|
---|
4148 |
|
---|
4149 | continue;
|
---|
4150 | }
|
---|
4151 |
|
---|
4152 | stream = &state->streams[stream_info->elements[i].stream_idx];
|
---|
4153 |
|
---|
4154 | if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
|
---|
4155 | {
|
---|
4156 | if (!device->instance_count)
|
---|
4157 | device->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
|
---|
4158 |
|
---|
4159 | if (!gl_info->supported[ARB_INSTANCED_ARRAYS])
|
---|
4160 | {
|
---|
4161 | /* Unload instanced arrays, they will be loaded using
|
---|
4162 | * immediate mode instead. */
|
---|
4163 | if (context->numbered_array_mask & (1 << i))
|
---|
4164 | unload_numbered_array(context, i);
|
---|
4165 | continue;
|
---|
4166 | }
|
---|
4167 |
|
---|
4168 | GL_EXTCALL(glVertexAttribDivisorARB(i, 1));
|
---|
4169 | }
|
---|
4170 | else if (gl_info->supported[ARB_INSTANCED_ARRAYS])
|
---|
4171 | {
|
---|
4172 | GL_EXTCALL(glVertexAttribDivisorARB(i, 0));
|
---|
4173 | }
|
---|
4174 |
|
---|
4175 | TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
|
---|
4176 |
|
---|
4177 | if (stream_info->elements[i].stride)
|
---|
4178 | {
|
---|
4179 | if (curVBO != stream_info->elements[i].data.buffer_object)
|
---|
4180 | {
|
---|
4181 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
|
---|
4182 | checkGLcall("glBindBufferARB");
|
---|
4183 | curVBO = stream_info->elements[i].data.buffer_object;
|
---|
4184 | }
|
---|
4185 | /* Use the VBO to find out if a vertex buffer exists, not the vb
|
---|
4186 | * pointer. vb can point to a user pointer data blob. In that case
|
---|
4187 | * curVBO will be 0. If there is a vertex buffer but no vbo we
|
---|
4188 | * won't be load converted attributes anyway. */
|
---|
4189 | GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
|
---|
4190 | stream_info->elements[i].format->gl_vtx_type,
|
---|
4191 | stream_info->elements[i].format->gl_normalized,
|
---|
4192 | stream_info->elements[i].stride, stream_info->elements[i].data.addr
|
---|
4193 | + state->load_base_vertex_index * stream_info->elements[i].stride));
|
---|
4194 |
|
---|
4195 | if (!(context->numbered_array_mask & (1 << i)))
|
---|
4196 | {
|
---|
4197 | GL_EXTCALL(glEnableVertexAttribArrayARB(i));
|
---|
4198 | context->numbered_array_mask |= (1 << i);
|
---|
4199 | }
|
---|
4200 | }
|
---|
4201 | else
|
---|
4202 | {
|
---|
4203 | /* Stride = 0 means always the same values.
|
---|
4204 | * glVertexAttribPointerARB doesn't do that. Instead disable the
|
---|
4205 | * pointer and set up the attribute statically. But we have to
|
---|
4206 | * figure out the system memory address. */
|
---|
4207 | const BYTE *ptr = stream_info->elements[i].data.addr;
|
---|
4208 | if (stream_info->elements[i].data.buffer_object)
|
---|
4209 | {
|
---|
4210 | ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, gl_info);
|
---|
4211 | #ifdef VBOX_WITH_WINE_FIX_CURVBO
|
---|
4212 | /* we need to invalidate the curVBO state, since buffer_get_sysmem maay change the current buffer */
|
---|
4213 | curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
|
---|
4214 | #endif
|
---|
4215 | }
|
---|
4216 |
|
---|
4217 | #ifdef VBOX_WITH_WINE_FIX_ZEROVERTATTR
|
---|
4218 | if (i == 0)
|
---|
4219 | {
|
---|
4220 | Assert(device->czvDrawVertices);
|
---|
4221 | zv_bind_by_element(context, &stream_info->elements[i], device->czvDrawVertices, ptr);
|
---|
4222 | # ifdef VBOX_WITH_WINE_FIX_CURVBO
|
---|
4223 | /* we need to invalidate the curVBO state, since buffer_get_sysmem maay change the current buffer */
|
---|
4224 | curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
|
---|
4225 | # endif
|
---|
4226 | }
|
---|
4227 | else
|
---|
4228 | #endif
|
---|
4229 | {
|
---|
4230 | #ifdef DEBUG_misha
|
---|
4231 | Assert(i);
|
---|
4232 | #endif
|
---|
4233 |
|
---|
4234 | if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
|
---|
4235 |
|
---|
4236 | switch (stream_info->elements[i].format->id)
|
---|
4237 | {
|
---|
4238 | case WINED3DFMT_R32_FLOAT:
|
---|
4239 | GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
|
---|
4240 | break;
|
---|
4241 | case WINED3DFMT_R32G32_FLOAT:
|
---|
4242 | GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
|
---|
4243 | break;
|
---|
4244 | case WINED3DFMT_R32G32B32_FLOAT:
|
---|
4245 | GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
|
---|
4246 | break;
|
---|
4247 | case WINED3DFMT_R32G32B32A32_FLOAT:
|
---|
4248 | GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
|
---|
4249 | break;
|
---|
4250 |
|
---|
4251 | case WINED3DFMT_R8G8B8A8_UINT:
|
---|
4252 | GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
|
---|
4253 | break;
|
---|
4254 | case WINED3DFMT_B8G8R8A8_UNORM:
|
---|
4255 | if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
|
---|
4256 | {
|
---|
4257 | const DWORD *src = (const DWORD *)ptr;
|
---|
4258 | DWORD c = *src & 0xff00ff00;
|
---|
4259 | c |= (*src & 0xff0000) >> 16;
|
---|
4260 | c |= (*src & 0xff) << 16;
|
---|
4261 | GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
|
---|
4262 | break;
|
---|
4263 | }
|
---|
4264 | /* else fallthrough */
|
---|
4265 | case WINED3DFMT_R8G8B8A8_UNORM:
|
---|
4266 | GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
|
---|
4267 | break;
|
---|
4268 |
|
---|
4269 | case WINED3DFMT_R16G16_SINT:
|
---|
4270 | GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
|
---|
4271 | break;
|
---|
4272 | case WINED3DFMT_R16G16B16A16_SINT:
|
---|
4273 | GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
|
---|
4274 | break;
|
---|
4275 |
|
---|
4276 | case WINED3DFMT_R16G16_SNORM:
|
---|
4277 | {
|
---|
4278 | const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
|
---|
4279 | GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
|
---|
4280 | break;
|
---|
4281 | }
|
---|
4282 | case WINED3DFMT_R16G16_UNORM:
|
---|
4283 | {
|
---|
4284 | const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
|
---|
4285 | GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
|
---|
4286 | break;
|
---|
4287 | }
|
---|
4288 | case WINED3DFMT_R16G16B16A16_SNORM:
|
---|
4289 | GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
|
---|
4290 | break;
|
---|
4291 | case WINED3DFMT_R16G16B16A16_UNORM:
|
---|
4292 | GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
|
---|
4293 | break;
|
---|
4294 |
|
---|
4295 | case WINED3DFMT_R10G10B10A2_UINT:
|
---|
4296 | FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
|
---|
4297 | /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
|
---|
4298 | break;
|
---|
4299 | case WINED3DFMT_R10G10B10A2_SNORM:
|
---|
4300 | FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
|
---|
4301 | /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
|
---|
4302 | break;
|
---|
4303 |
|
---|
4304 | case WINED3DFMT_R16G16_FLOAT:
|
---|
4305 | /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
|
---|
4306 | * byte float according to the IEEE standard
|
---|
4307 | */
|
---|
4308 | FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
|
---|
4309 | break;
|
---|
4310 | case WINED3DFMT_R16G16B16A16_FLOAT:
|
---|
4311 | FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
|
---|
4312 | break;
|
---|
4313 |
|
---|
4314 | default:
|
---|
4315 | ERR("Unexpected declaration in stride 0 attributes\n");
|
---|
4316 | break;
|
---|
4317 |
|
---|
4318 | }
|
---|
4319 |
|
---|
4320 | }
|
---|
4321 | }
|
---|
4322 | }
|
---|
4323 | checkGLcall("Loading numbered arrays");
|
---|
4324 | }
|
---|
4325 |
|
---|
4326 | static void load_vertex_data(const struct wined3d_context *context,
|
---|
4327 | const struct wined3d_stream_info *si, const struct wined3d_state *state)
|
---|
4328 | {
|
---|
4329 | struct wined3d_device *device = context->swapchain->device;
|
---|
4330 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4331 | GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
|
---|
4332 | const struct wined3d_stream_info_element *e;
|
---|
4333 |
|
---|
4334 | TRACE("Using fast vertex array code\n");
|
---|
4335 |
|
---|
4336 | /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
|
---|
4337 | device->instance_count = 0;
|
---|
4338 |
|
---|
4339 | /* Blend Data ---------------------------------------------- */
|
---|
4340 | if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
|
---|
4341 | || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
|
---|
4342 | {
|
---|
4343 | e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
|
---|
4344 |
|
---|
4345 | if (gl_info->supported[ARB_VERTEX_BLEND])
|
---|
4346 | {
|
---|
4347 | TRACE("Blend %u %p %u\n", e->format->component_count,
|
---|
4348 | e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
|
---|
4349 |
|
---|
4350 | gl_info->gl_ops.gl.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB);
|
---|
4351 | checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
|
---|
4352 |
|
---|
4353 | GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
|
---|
4354 |
|
---|
4355 | if (curVBO != e->data.buffer_object)
|
---|
4356 | {
|
---|
4357 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
|
---|
4358 | checkGLcall("glBindBufferARB");
|
---|
4359 | curVBO = e->data.buffer_object;
|
---|
4360 | }
|
---|
4361 |
|
---|
4362 | TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
|
---|
4363 | e->format->gl_vtx_format,
|
---|
4364 | e->format->gl_vtx_type,
|
---|
4365 | e->stride,
|
---|
4366 | e->data.addr + state->load_base_vertex_index * e->stride);
|
---|
4367 | GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
|
---|
4368 | e->data.addr + state->load_base_vertex_index * e->stride));
|
---|
4369 |
|
---|
4370 | checkGLcall("glWeightPointerARB");
|
---|
4371 |
|
---|
4372 | if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
|
---|
4373 | {
|
---|
4374 | static BOOL warned;
|
---|
4375 | if (!warned)
|
---|
4376 | {
|
---|
4377 | FIXME("blendMatrixIndices support\n");
|
---|
4378 | warned = TRUE;
|
---|
4379 | }
|
---|
4380 | }
|
---|
4381 | } else {
|
---|
4382 | /* TODO: support blends in drawStridedSlow
|
---|
4383 | * No need to write a FIXME here, this is done after the general vertex decl decoding
|
---|
4384 | */
|
---|
4385 | WARN("unsupported blending in openGl\n");
|
---|
4386 | }
|
---|
4387 | }
|
---|
4388 | else
|
---|
4389 | {
|
---|
4390 | if (gl_info->supported[ARB_VERTEX_BLEND])
|
---|
4391 | {
|
---|
4392 | static const GLbyte one = 1;
|
---|
4393 | GL_EXTCALL(glWeightbvARB(1, &one));
|
---|
4394 | checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
|
---|
4395 | }
|
---|
4396 | }
|
---|
4397 |
|
---|
4398 | /* Point Size ----------------------------------------------*/
|
---|
4399 | if (si->use_map & (1 << WINED3D_FFP_PSIZE))
|
---|
4400 | {
|
---|
4401 | /* no such functionality in the fixed function GL pipeline */
|
---|
4402 | TRACE("Cannot change ptSize here in openGl\n");
|
---|
4403 | /* TODO: Implement this function in using shaders if they are available */
|
---|
4404 | }
|
---|
4405 |
|
---|
4406 | /* Vertex Pointers -----------------------------------------*/
|
---|
4407 | if (si->use_map & (1 << WINED3D_FFP_POSITION))
|
---|
4408 | {
|
---|
4409 | e = &si->elements[WINED3D_FFP_POSITION];
|
---|
4410 |
|
---|
4411 | if (curVBO != e->data.buffer_object)
|
---|
4412 | {
|
---|
4413 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
|
---|
4414 | checkGLcall("glBindBufferARB");
|
---|
4415 | curVBO = e->data.buffer_object;
|
---|
4416 | }
|
---|
4417 |
|
---|
4418 | TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
|
---|
4419 | e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
|
---|
4420 | e->data.addr + state->load_base_vertex_index * e->stride);
|
---|
4421 | gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
|
---|
4422 | e->data.addr + state->load_base_vertex_index * e->stride);
|
---|
4423 | checkGLcall("glVertexPointer(...)");
|
---|
4424 | gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
|
---|
4425 | checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
|
---|
4426 | }
|
---|
4427 |
|
---|
4428 | /* Normals -------------------------------------------------*/
|
---|
4429 | if (si->use_map & (1 << WINED3D_FFP_NORMAL))
|
---|
4430 | {
|
---|
4431 | e = &si->elements[WINED3D_FFP_NORMAL];
|
---|
4432 |
|
---|
4433 | if (curVBO != e->data.buffer_object)
|
---|
4434 | {
|
---|
4435 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
|
---|
4436 | checkGLcall("glBindBufferARB");
|
---|
4437 | curVBO = e->data.buffer_object;
|
---|
4438 | }
|
---|
4439 |
|
---|
4440 | TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
|
---|
4441 | e->data.addr + state->load_base_vertex_index * e->stride);
|
---|
4442 | gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
|
---|
4443 | e->data.addr + state->load_base_vertex_index * e->stride);
|
---|
4444 | checkGLcall("glNormalPointer(...)");
|
---|
4445 | gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
|
---|
4446 | checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
|
---|
4447 |
|
---|
4448 | }
|
---|
4449 | else
|
---|
4450 | {
|
---|
4451 | gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
|
---|
4452 | checkGLcall("glNormal3f(0, 0, 0)");
|
---|
4453 | }
|
---|
4454 |
|
---|
4455 | /* Diffuse Colour --------------------------------------------*/
|
---|
4456 | if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
|
---|
4457 | {
|
---|
4458 | e = &si->elements[WINED3D_FFP_DIFFUSE];
|
---|
4459 |
|
---|
4460 | if (curVBO != e->data.buffer_object)
|
---|
4461 | {
|
---|
4462 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
|
---|
4463 | checkGLcall("glBindBufferARB");
|
---|
4464 | curVBO = e->data.buffer_object;
|
---|
4465 | }
|
---|
4466 |
|
---|
4467 | TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
|
---|
4468 | e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
|
---|
4469 | e->data.addr + state->load_base_vertex_index * e->stride);
|
---|
4470 | gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
|
---|
4471 | e->data.addr + state->load_base_vertex_index * e->stride);
|
---|
4472 | checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
|
---|
4473 | gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
|
---|
4474 | checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
|
---|
4475 |
|
---|
4476 | }
|
---|
4477 | else
|
---|
4478 | {
|
---|
4479 | gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
4480 | checkGLcall("glColor4f(1, 1, 1, 1)");
|
---|
4481 | }
|
---|
4482 |
|
---|
4483 | /* Specular Colour ------------------------------------------*/
|
---|
4484 | if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
|
---|
4485 | {
|
---|
4486 | TRACE("setting specular colour\n");
|
---|
4487 |
|
---|
4488 | e = &si->elements[WINED3D_FFP_SPECULAR];
|
---|
4489 |
|
---|
4490 | if (gl_info->supported[EXT_SECONDARY_COLOR])
|
---|
4491 | {
|
---|
4492 | GLenum type = e->format->gl_vtx_type;
|
---|
4493 | GLint format = e->format->gl_vtx_format;
|
---|
4494 |
|
---|
4495 | if (curVBO != e->data.buffer_object)
|
---|
4496 | {
|
---|
4497 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
|
---|
4498 | checkGLcall("glBindBufferARB");
|
---|
4499 | curVBO = e->data.buffer_object;
|
---|
4500 | }
|
---|
4501 |
|
---|
4502 | if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
|
---|
4503 | {
|
---|
4504 | /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
|
---|
4505 | * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
|
---|
4506 | * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
|
---|
4507 | * 4 component secondary colors use it
|
---|
4508 | */
|
---|
4509 | TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
|
---|
4510 | e->data.addr + state->load_base_vertex_index * e->stride);
|
---|
4511 | GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
|
---|
4512 | e->data.addr + state->load_base_vertex_index * e->stride));
|
---|
4513 | checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
|
---|
4514 | }
|
---|
4515 | else
|
---|
4516 | {
|
---|
4517 | switch(type)
|
---|
4518 | {
|
---|
4519 | case GL_UNSIGNED_BYTE:
|
---|
4520 | TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
|
---|
4521 | e->data.addr + state->load_base_vertex_index * e->stride);
|
---|
4522 | GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
|
---|
4523 | e->data.addr + state->load_base_vertex_index * e->stride));
|
---|
4524 | checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
|
---|
4525 | break;
|
---|
4526 |
|
---|
4527 | default:
|
---|
4528 | FIXME("Add 4 component specular color pointers for type %x\n", type);
|
---|
4529 | /* Make sure that the right color component is dropped */
|
---|
4530 | TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
|
---|
4531 | e->data.addr + state->load_base_vertex_index * e->stride);
|
---|
4532 | GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
|
---|
4533 | e->data.addr + state->load_base_vertex_index * e->stride));
|
---|
4534 | checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
|
---|
4535 | }
|
---|
4536 | }
|
---|
4537 | gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
---|
4538 | checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
|
---|
4539 | }
|
---|
4540 | else
|
---|
4541 | {
|
---|
4542 | WARN("Specular colour is not supported in this GL implementation.\n");
|
---|
4543 | }
|
---|
4544 | }
|
---|
4545 | else
|
---|
4546 | {
|
---|
4547 | if (gl_info->supported[EXT_SECONDARY_COLOR])
|
---|
4548 | {
|
---|
4549 | GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
|
---|
4550 | checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
|
---|
4551 | }
|
---|
4552 | else
|
---|
4553 | {
|
---|
4554 | WARN("Specular colour is not supported in this GL implementation.\n");
|
---|
4555 | }
|
---|
4556 | }
|
---|
4557 |
|
---|
4558 | /* Texture coords -------------------------------------------*/
|
---|
4559 | load_tex_coords(context, si, &curVBO, state);
|
---|
4560 | }
|
---|
4561 |
|
---|
4562 | static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
4563 | {
|
---|
4564 | const struct wined3d_device *device = context->swapchain->device;
|
---|
4565 | BOOL load_numbered = use_vs(state) && !device->useDrawStridedSlow;
|
---|
4566 | BOOL load_named = !use_vs(state) && !device->useDrawStridedSlow;
|
---|
4567 |
|
---|
4568 | if (isStateDirty(context, STATE_VDECL)) return;
|
---|
4569 | if (context->numberedArraysLoaded && !load_numbered)
|
---|
4570 | {
|
---|
4571 | unload_numbered_arrays(context);
|
---|
4572 | context->numberedArraysLoaded = FALSE;
|
---|
4573 | context->numbered_array_mask = 0;
|
---|
4574 | }
|
---|
4575 | else if (context->namedArraysLoaded)
|
---|
4576 | {
|
---|
4577 | unload_vertex_data(context->gl_info);
|
---|
4578 | context->namedArraysLoaded = FALSE;
|
---|
4579 | }
|
---|
4580 |
|
---|
4581 | if (load_numbered)
|
---|
4582 | {
|
---|
4583 | TRACE("Loading numbered arrays\n");
|
---|
4584 | load_numbered_arrays(context, &device->stream_info, state);
|
---|
4585 | context->numberedArraysLoaded = TRUE;
|
---|
4586 | }
|
---|
4587 | else if (load_named)
|
---|
4588 | {
|
---|
4589 | TRACE("Loading vertex data\n");
|
---|
4590 | load_vertex_data(context, &device->stream_info, state);
|
---|
4591 | context->namedArraysLoaded = TRUE;
|
---|
4592 | }
|
---|
4593 | }
|
---|
4594 |
|
---|
4595 | static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
4596 | {
|
---|
4597 | if (isStateDirty(context, STATE_STREAMSRC))
|
---|
4598 | return;
|
---|
4599 | streamsrc(context, state, STATE_STREAMSRC);
|
---|
4600 | }
|
---|
4601 |
|
---|
4602 | void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
4603 | {
|
---|
4604 | const struct wined3d_device *device = context->swapchain->device;
|
---|
4605 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4606 | BOOL useVertexShaderFunction = use_vs(state);
|
---|
4607 | BOOL updateFog = FALSE;
|
---|
4608 | BOOL transformed;
|
---|
4609 | BOOL wasrhw = context->last_was_rhw;
|
---|
4610 | unsigned int i;
|
---|
4611 |
|
---|
4612 | transformed = device->stream_info.position_transformed;
|
---|
4613 | if (transformed != context->last_was_rhw && !useVertexShaderFunction)
|
---|
4614 | updateFog = TRUE;
|
---|
4615 |
|
---|
4616 | context->last_was_rhw = transformed;
|
---|
4617 |
|
---|
4618 | /* Don't have to apply the matrices when vertex shaders are used. When
|
---|
4619 | * vshaders are turned off this function will be called again anyway to
|
---|
4620 | * make sure they're properly set. */
|
---|
4621 | if (!useVertexShaderFunction)
|
---|
4622 | {
|
---|
4623 | /* TODO: Move this mainly to the viewport state and only apply when
|
---|
4624 | * the vp has changed or transformed / untransformed was switched. */
|
---|
4625 | if (wasrhw != context->last_was_rhw
|
---|
4626 | && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
|
---|
4627 | && !isStateDirty(context, STATE_VIEWPORT))
|
---|
4628 | transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
|
---|
4629 | /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
|
---|
4630 | * mode.
|
---|
4631 | *
|
---|
4632 | * If a vertex shader is used, the world matrix changed and then vertex shader unbound
|
---|
4633 | * this check will fail and the matrix not applied again. This is OK because a simple
|
---|
4634 | * world matrix change reapplies the matrix - These checks here are only to satisfy the
|
---|
4635 | * needs of the vertex declaration.
|
---|
4636 | *
|
---|
4637 | * World and view matrix go into the same gl matrix, so only apply them when neither is
|
---|
4638 | * dirty
|
---|
4639 | */
|
---|
4640 | if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
|
---|
4641 | && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
|
---|
4642 | transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
|
---|
4643 | if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
|
---|
4644 | context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
|
---|
4645 | if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
|
---|
4646 | state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
|
---|
4647 |
|
---|
4648 | if (context->last_was_vshader)
|
---|
4649 | {
|
---|
4650 | updateFog = TRUE;
|
---|
4651 |
|
---|
4652 | if (!context->d3d_info->vs_clipping
|
---|
4653 | && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
|
---|
4654 | {
|
---|
4655 | state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
|
---|
4656 | }
|
---|
4657 |
|
---|
4658 | for (i = 0; i < gl_info->limits.clipplanes; ++i)
|
---|
4659 | {
|
---|
4660 | clipplane(context, state, STATE_CLIPPLANE(i));
|
---|
4661 | }
|
---|
4662 | }
|
---|
4663 | if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
|
---|
4664 | state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
|
---|
4665 | }
|
---|
4666 | else
|
---|
4667 | {
|
---|
4668 | if(!context->last_was_vshader) {
|
---|
4669 | static BOOL warned = FALSE;
|
---|
4670 | if (!context->d3d_info->vs_clipping)
|
---|
4671 | {
|
---|
4672 | /* Disable all clip planes to get defined results on all drivers. See comment in the
|
---|
4673 | * state_clipping state handler
|
---|
4674 | */
|
---|
4675 | for (i = 0; i < gl_info->limits.clipplanes; ++i)
|
---|
4676 | {
|
---|
4677 | gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0 + i);
|
---|
4678 | checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
|
---|
4679 | }
|
---|
4680 |
|
---|
4681 | if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
|
---|
4682 | {
|
---|
4683 | FIXME("Clipping not supported with vertex shaders\n");
|
---|
4684 | warned = TRUE;
|
---|
4685 | }
|
---|
4686 | }
|
---|
4687 | if (wasrhw)
|
---|
4688 | {
|
---|
4689 | /* Apply the transform matrices when switching from rhw
|
---|
4690 | * drawing to vertex shaders. Vertex shaders themselves do
|
---|
4691 | * not need it, but the matrices are not reapplied
|
---|
4692 | * automatically when switching back from vertex shaders to
|
---|
4693 | * fixed function processing. So make sure we leave the fixed
|
---|
4694 | * function vertex processing states back in a sane state
|
---|
4695 | * before switching to shaders. */
|
---|
4696 | if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
|
---|
4697 | transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
|
---|
4698 | if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
|
---|
4699 | transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
|
---|
4700 | }
|
---|
4701 | updateFog = TRUE;
|
---|
4702 |
|
---|
4703 | /* Vertex shader clipping ignores the view matrix. Update all clipplanes
|
---|
4704 | * (Note: ARB shaders can read the clip planes for clipping emulation even if
|
---|
4705 | * device->vs_clipping is false.
|
---|
4706 | */
|
---|
4707 | for (i = 0; i < gl_info->limits.clipplanes; ++i)
|
---|
4708 | {
|
---|
4709 | clipplane(context, state, STATE_CLIPPLANE(i));
|
---|
4710 | }
|
---|
4711 | }
|
---|
4712 | }
|
---|
4713 |
|
---|
4714 | context->last_was_vshader = useVertexShaderFunction;
|
---|
4715 | context->select_shader = 1;
|
---|
4716 | context->load_constants = 1;
|
---|
4717 |
|
---|
4718 | if (updateFog)
|
---|
4719 | context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
|
---|
4720 |
|
---|
4721 | if (!useVertexShaderFunction)
|
---|
4722 | {
|
---|
4723 | unsigned int i;
|
---|
4724 |
|
---|
4725 | for (i = 0; i < MAX_TEXTURES; ++i)
|
---|
4726 | {
|
---|
4727 | if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
|
---|
4728 | transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
|
---|
4729 | }
|
---|
4730 | }
|
---|
4731 |
|
---|
4732 | if (transformed != wasrhw && !isStateDirty(context, STATE_RENDER(WINED3D_RS_ZENABLE)))
|
---|
4733 | state_zenable(context, state, STATE_RENDER(WINED3D_RS_ZENABLE));
|
---|
4734 | }
|
---|
4735 |
|
---|
4736 | static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
4737 | {
|
---|
4738 | const struct wined3d_surface *target = state->fb->render_targets[0];
|
---|
4739 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4740 | struct wined3d_viewport vp = state->viewport;
|
---|
4741 |
|
---|
4742 | if (vp.width > target->resource.width)
|
---|
4743 | vp.width = target->resource.width;
|
---|
4744 | if (vp.height > target->resource.height)
|
---|
4745 | vp.height = target->resource.height;
|
---|
4746 |
|
---|
4747 | gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
|
---|
4748 | checkGLcall("glDepthRange");
|
---|
4749 | /* Note: GL requires lower left, DirectX supplies upper left. This is
|
---|
4750 | * reversed when using offscreen rendering. */
|
---|
4751 | if (context->render_offscreen)
|
---|
4752 | {
|
---|
4753 | gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
|
---|
4754 | }
|
---|
4755 | else
|
---|
4756 | {
|
---|
4757 | UINT width, height;
|
---|
4758 |
|
---|
4759 | target->get_drawable_size(context, &width, &height);
|
---|
4760 | gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
|
---|
4761 | vp.width, vp.height);
|
---|
4762 | }
|
---|
4763 | checkGLcall("glViewport");
|
---|
4764 | }
|
---|
4765 |
|
---|
4766 | void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
4767 | {
|
---|
4768 | if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
|
---|
4769 | transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
|
---|
4770 | if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
|
---|
4771 | && state->render_states[WINED3D_RS_POINTSCALEENABLE])
|
---|
4772 | state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
|
---|
4773 | /* Update the position fixup. */
|
---|
4774 | context->load_constants = 1;
|
---|
4775 | }
|
---|
4776 |
|
---|
4777 | void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
4778 | {
|
---|
4779 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4780 | UINT Index = state_id - STATE_ACTIVELIGHT(0);
|
---|
4781 | const struct wined3d_light_info *lightInfo = state->lights[Index];
|
---|
4782 |
|
---|
4783 | if (!lightInfo)
|
---|
4784 | {
|
---|
4785 | gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
|
---|
4786 | checkGLcall("glDisable(GL_LIGHT0 + Index)");
|
---|
4787 | }
|
---|
4788 | else
|
---|
4789 | {
|
---|
4790 | float quad_att;
|
---|
4791 | float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
---|
4792 |
|
---|
4793 | /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
|
---|
4794 | gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
|
---|
4795 | gl_info->gl_ops.gl.p_glPushMatrix();
|
---|
4796 | gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
|
---|
4797 |
|
---|
4798 | /* Diffuse: */
|
---|
4799 | colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
|
---|
4800 | colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
|
---|
4801 | colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
|
---|
4802 | colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
|
---|
4803 | gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
|
---|
4804 | checkGLcall("glLightfv");
|
---|
4805 |
|
---|
4806 | /* Specular */
|
---|
4807 | colRGBA[0] = lightInfo->OriginalParms.specular.r;
|
---|
4808 | colRGBA[1] = lightInfo->OriginalParms.specular.g;
|
---|
4809 | colRGBA[2] = lightInfo->OriginalParms.specular.b;
|
---|
4810 | colRGBA[3] = lightInfo->OriginalParms.specular.a;
|
---|
4811 | gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
|
---|
4812 | checkGLcall("glLightfv");
|
---|
4813 |
|
---|
4814 | /* Ambient */
|
---|
4815 | colRGBA[0] = lightInfo->OriginalParms.ambient.r;
|
---|
4816 | colRGBA[1] = lightInfo->OriginalParms.ambient.g;
|
---|
4817 | colRGBA[2] = lightInfo->OriginalParms.ambient.b;
|
---|
4818 | colRGBA[3] = lightInfo->OriginalParms.ambient.a;
|
---|
4819 | gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
|
---|
4820 | checkGLcall("glLightfv");
|
---|
4821 |
|
---|
4822 | if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
|
---|
4823 | quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
|
---|
4824 | else
|
---|
4825 | quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
|
---|
4826 |
|
---|
4827 | /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
|
---|
4828 | * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
|
---|
4829 | * Attenuation0 to NaN and crashes in the gl lib
|
---|
4830 | */
|
---|
4831 |
|
---|
4832 | switch (lightInfo->OriginalParms.type)
|
---|
4833 | {
|
---|
4834 | case WINED3D_LIGHT_POINT:
|
---|
4835 | /* Position */
|
---|
4836 | gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
|
---|
4837 | checkGLcall("glLightfv");
|
---|
4838 | gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
|
---|
4839 | checkGLcall("glLightf");
|
---|
4840 | /* Attenuation - Are these right? guessing... */
|
---|
4841 | gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
|
---|
4842 | lightInfo->OriginalParms.attenuation0);
|
---|
4843 | checkGLcall("glLightf");
|
---|
4844 | gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
|
---|
4845 | lightInfo->OriginalParms.attenuation1);
|
---|
4846 | checkGLcall("glLightf");
|
---|
4847 | if (quad_att < lightInfo->OriginalParms.attenuation2)
|
---|
4848 | quad_att = lightInfo->OriginalParms.attenuation2;
|
---|
4849 | gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
|
---|
4850 | checkGLcall("glLightf");
|
---|
4851 | /* FIXME: Range */
|
---|
4852 | break;
|
---|
4853 |
|
---|
4854 | case WINED3D_LIGHT_SPOT:
|
---|
4855 | /* Position */
|
---|
4856 | gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
|
---|
4857 | checkGLcall("glLightfv");
|
---|
4858 | /* Direction */
|
---|
4859 | gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
|
---|
4860 | checkGLcall("glLightfv");
|
---|
4861 | gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
|
---|
4862 | checkGLcall("glLightf");
|
---|
4863 | gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
|
---|
4864 | checkGLcall("glLightf");
|
---|
4865 | /* Attenuation - Are these right? guessing... */
|
---|
4866 | gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
|
---|
4867 | lightInfo->OriginalParms.attenuation0);
|
---|
4868 | checkGLcall("glLightf");
|
---|
4869 | gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
|
---|
4870 | lightInfo->OriginalParms.attenuation1);
|
---|
4871 | checkGLcall("glLightf");
|
---|
4872 | if (quad_att < lightInfo->OriginalParms.attenuation2)
|
---|
4873 | quad_att = lightInfo->OriginalParms.attenuation2;
|
---|
4874 | gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
|
---|
4875 | checkGLcall("glLightf");
|
---|
4876 | /* FIXME: Range */
|
---|
4877 | break;
|
---|
4878 |
|
---|
4879 | case WINED3D_LIGHT_DIRECTIONAL:
|
---|
4880 | /* Direction */
|
---|
4881 | /* Note GL uses w position of 0 for direction! */
|
---|
4882 | gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
|
---|
4883 | checkGLcall("glLightfv");
|
---|
4884 | gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
|
---|
4885 | checkGLcall("glLightf");
|
---|
4886 | gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
|
---|
4887 | checkGLcall("glLightf");
|
---|
4888 | break;
|
---|
4889 |
|
---|
4890 | default:
|
---|
4891 | FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
|
---|
4892 | }
|
---|
4893 |
|
---|
4894 | /* Restore the modelview matrix */
|
---|
4895 | gl_info->gl_ops.gl.p_glPopMatrix();
|
---|
4896 |
|
---|
4897 | gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
|
---|
4898 | checkGLcall("glEnable(GL_LIGHT0 + Index)");
|
---|
4899 | }
|
---|
4900 | }
|
---|
4901 |
|
---|
4902 | static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
4903 | {
|
---|
4904 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4905 | const RECT *r = &state->scissor_rect;
|
---|
4906 |
|
---|
4907 | /* Warning: glScissor uses window coordinates, not viewport coordinates,
|
---|
4908 | * so our viewport correction does not apply. Warning2: Even in windowed
|
---|
4909 | * mode the coords are relative to the window, not the screen. */
|
---|
4910 | TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
|
---|
4911 |
|
---|
4912 | if (context->render_offscreen)
|
---|
4913 | {
|
---|
4914 | gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
|
---|
4915 | }
|
---|
4916 | else
|
---|
4917 | {
|
---|
4918 | const struct wined3d_surface *target = state->fb->render_targets[0];
|
---|
4919 | UINT height;
|
---|
4920 | UINT width;
|
---|
4921 |
|
---|
4922 | target->get_drawable_size(context, &width, &height);
|
---|
4923 | gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
|
---|
4924 | }
|
---|
4925 | checkGLcall("glScissor");
|
---|
4926 | }
|
---|
4927 |
|
---|
4928 | static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
4929 | {
|
---|
4930 | const struct wined3d_stream_info *stream_info = &context->swapchain->device->stream_info;
|
---|
4931 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4932 |
|
---|
4933 | if (!state->index_buffer || !stream_info->all_vbo)
|
---|
4934 | {
|
---|
4935 | GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
|
---|
4936 | }
|
---|
4937 | else
|
---|
4938 | {
|
---|
4939 | struct wined3d_buffer *ib = state->index_buffer;
|
---|
4940 | GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
|
---|
4941 | }
|
---|
4942 | }
|
---|
4943 |
|
---|
4944 | static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
4945 | {
|
---|
4946 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4947 |
|
---|
4948 | if (context->render_offscreen)
|
---|
4949 | {
|
---|
4950 | gl_info->gl_ops.gl.p_glFrontFace(GL_CCW);
|
---|
4951 | checkGLcall("glFrontFace(GL_CCW)");
|
---|
4952 | }
|
---|
4953 | else
|
---|
4954 | {
|
---|
4955 | gl_info->gl_ops.gl.p_glFrontFace(GL_CW);
|
---|
4956 | checkGLcall("glFrontFace(GL_CW)");
|
---|
4957 | }
|
---|
4958 | }
|
---|
4959 |
|
---|
4960 | static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
4961 | {
|
---|
4962 | static BOOL warned;
|
---|
4963 |
|
---|
4964 | if (!warned)
|
---|
4965 | {
|
---|
4966 | WARN("Point sprite coordinate origin switching not supported.\n");
|
---|
4967 | warned = TRUE;
|
---|
4968 | }
|
---|
4969 | }
|
---|
4970 |
|
---|
4971 | static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
4972 | {
|
---|
4973 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4974 | GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
|
---|
4975 |
|
---|
4976 | if (gl_info->supported[NV_POINT_SPRITE])
|
---|
4977 | {
|
---|
4978 | GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
|
---|
4979 | checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
|
---|
4980 | }
|
---|
4981 | }
|
---|
4982 |
|
---|
4983 | void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
4984 | {
|
---|
4985 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4986 | const struct wined3d_surface *rt = state->fb->render_targets[0];
|
---|
4987 |
|
---|
4988 | TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
|
---|
4989 |
|
---|
4990 | if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
|
---|
4991 | && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
|
---|
4992 | gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
|
---|
4993 | else
|
---|
4994 | gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
|
---|
4995 | }
|
---|
4996 |
|
---|
4997 | const struct StateEntryTemplate misc_state_template[] = {
|
---|
4998 | { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
4999 | { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5000 | { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
|
---|
5001 | { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5002 | { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5003 | { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5004 | { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5005 | { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5006 | { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5007 | { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5008 | { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
|
---|
5009 | { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
|
---|
5010 | { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
|
---|
5011 | { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
|
---|
5012 | { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
|
---|
5013 | { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
|
---|
5014 |
|
---|
5015 | /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
|
---|
5016 | * vshader loadings are untied from each other
|
---|
5017 | */
|
---|
5018 | { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
|
---|
5019 | { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
|
---|
5020 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
5021 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5022 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5023 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5024 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
5025 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5026 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5027 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5028 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
5029 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5030 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5031 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5032 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
5033 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5034 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5035 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5036 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
5037 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5038 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5039 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5040 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
5041 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5042 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5043 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5044 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
5045 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5046 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5047 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5048 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
5049 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5050 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5051 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5052 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
5053 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5054 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
5055 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5056 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
5057 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5058 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
5059 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5060 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
5061 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5062 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
5063 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5064 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
5065 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5066 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
5067 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5068 |
|
---|
5069 | { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
|
---|
5070 | { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
|
---|
5071 | { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
|
---|
5072 | { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
|
---|
5073 | { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
|
---|
5074 | { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
|
---|
5075 | { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
|
---|
5076 | { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
|
---|
5077 | { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
|
---|
5078 | { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
|
---|
5079 | { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
|
---|
5080 | { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
|
---|
5081 | { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
|
---|
5082 | { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
|
---|
5083 | { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
|
---|
5084 | { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
|
---|
5085 | { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5086 | { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5087 | { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5088 | { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
|
---|
5089 | { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
|
---|
5090 | { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
|
---|
5091 | { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
|
---|
5092 | { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
|
---|
5093 | { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
|
---|
5094 | { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
|
---|
5095 | { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
|
---|
5096 | { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
|
---|
5097 | { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
|
---|
5098 | { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
|
---|
5099 | { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
|
---|
5100 | { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
5101 | { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5102 | { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5103 | { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5104 | { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5105 | { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5106 | { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5107 | { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
|
---|
5108 | { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
|
---|
5109 | { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5110 | { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5111 | { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5112 | { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5113 | { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5114 | { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
5115 | { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5116 | { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5117 | { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5118 | { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5119 | { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5120 | { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5121 | { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5122 | { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5123 | { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5124 | { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5125 | { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5126 | { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5127 | { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5128 | { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5129 | { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5130 | { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
|
---|
5131 | { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
|
---|
5132 | { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
|
---|
5133 | { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
|
---|
5134 | { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
|
---|
5135 | { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
|
---|
5136 | { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
|
---|
5137 | { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
|
---|
5138 | { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
|
---|
5139 | { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
|
---|
5140 | { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
|
---|
5141 | { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
|
---|
5142 | { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
|
---|
5143 | { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
|
---|
5144 | { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
|
---|
5145 | { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
|
---|
5146 | { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
|
---|
5147 | { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
|
---|
5148 | { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
|
---|
5149 | { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
|
---|
5150 | { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
|
---|
5151 | { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
|
---|
5152 | { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
|
---|
5153 | { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
|
---|
5154 | { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5155 | { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
|
---|
5156 | { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5157 | { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
|
---|
5158 | { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5159 | { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
|
---|
5160 | { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5161 | { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
|
---|
5162 | { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
|
---|
5163 | { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
|
---|
5164 | { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
|
---|
5165 | /* Samplers */
|
---|
5166 | { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5167 | { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5168 | { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5169 | { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5170 | { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5171 | { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5172 | { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5173 | { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5174 | { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5175 | { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5176 | { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5177 | { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5178 | { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5179 | { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5180 | { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5181 | { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5182 | { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5183 | { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5184 | { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5185 | { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
|
---|
5186 | { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
|
---|
5187 | { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
|
---|
5188 | { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
|
---|
5189 | { STATE_PIXELSHADER, { STATE_PIXELSHADER, context_state_drawbuf},WINED3D_GL_EXT_NONE },
|
---|
5190 | { STATE_GEOMETRY_SHADER, { STATE_GEOMETRY_SHADER, state_geometry_shader}, WINED3D_GL_EXT_NONE },
|
---|
5191 | {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
|
---|
5192 | };
|
---|
5193 |
|
---|
5194 | const struct StateEntryTemplate vp_ffp_states[] =
|
---|
5195 | {
|
---|
5196 | { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
|
---|
5197 | { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
---|
5198 | { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5199 | { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
|
---|
5200 | /* Clip planes */
|
---|
5201 | { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5202 | { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5203 | { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5204 | { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5205 | { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5206 | { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5207 | { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5208 | { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5209 | { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5210 | { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5211 | { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5212 | { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5213 | { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5214 | { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5215 | { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5216 | { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5217 | { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5218 | { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5219 | { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5220 | { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5221 | { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5222 | { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5223 | { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5224 | { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5225 | { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5226 | { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5227 | { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5228 | { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5229 | { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5230 | { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5231 | { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5232 | { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
5233 | /* Lights */
|
---|
5234 | { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
|
---|
5235 | { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
|
---|
5236 | { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
|
---|
5237 | { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
|
---|
5238 | { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
|
---|
5239 | { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
|
---|
5240 | { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
|
---|
5241 | { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
|
---|
5242 | { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
|
---|
5243 | /* Viewport */
|
---|
5244 | { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
|
---|
5245 | /* Transform states follow */
|
---|
5246 | { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
|
---|
5247 | { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
|
---|
5248 | { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5249 | { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5250 | { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5251 | { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5252 | { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5253 | { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5254 | { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5255 | { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5256 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
|
---|
5257 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5258 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5259 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5260 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5261 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5262 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5263 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5264 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5265 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5266 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5267 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5268 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5269 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5270 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5271 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5272 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5273 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5274 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5275 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5276 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5277 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5278 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5279 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5280 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5281 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5282 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5283 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5284 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5285 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5286 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5287 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5288 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5289 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5290 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5291 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5292 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5293 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5294 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5295 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5296 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5297 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5298 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5299 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5300 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5301 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5302 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5303 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5304 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5305 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5306 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5307 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5308 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5309 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5310 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5311 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5312 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5313 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5314 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5315 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5316 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5317 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5318 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5319 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5320 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5321 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5322 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5323 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5324 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5325 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5326 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5327 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5328 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5329 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5330 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5331 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5332 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5333 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5334 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5335 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5336 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5337 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5338 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5339 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5340 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5341 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5342 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5343 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5344 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5345 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5346 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5347 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5348 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5349 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5350 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5351 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5352 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5353 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5354 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5355 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5356 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5357 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5358 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5359 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5360 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5361 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5362 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5363 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5364 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5365 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5366 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5367 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5368 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5369 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5370 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5371 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5372 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5373 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5374 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5375 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5376 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5377 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5378 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5379 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5380 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5381 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5382 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5383 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5384 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5385 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5386 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5387 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5388 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5389 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5390 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5391 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5392 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5393 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5394 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5395 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5396 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5397 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5398 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5399 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5400 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5401 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5402 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5403 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5404 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5405 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5406 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5407 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5408 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5409 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5410 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5411 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5412 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5413 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5414 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5415 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5416 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5417 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5418 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5419 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5420 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5421 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5422 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5423 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5424 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5425 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5426 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5427 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5428 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5429 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5430 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5431 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5432 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5433 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5434 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5435 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5436 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5437 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5438 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5439 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5440 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5441 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5442 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5443 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5444 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5445 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5446 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5447 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5448 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5449 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5450 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5451 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5452 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5453 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5454 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5455 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5456 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5457 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5458 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5459 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5460 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5461 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5462 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5463 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5464 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5465 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5466 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5467 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5468 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5469 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5470 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5471 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5472 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5473 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5474 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5475 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5476 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5477 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5478 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5479 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5480 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5481 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5482 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5483 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5484 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5485 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5486 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5487 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5488 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5489 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5490 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5491 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5492 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5493 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5494 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5495 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5496 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5497 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5498 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5499 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5500 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5501 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5502 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5503 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5504 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5505 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5506 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5507 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5508 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5509 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5510 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5511 | { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5512 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5513 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5514 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5515 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5516 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5517 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5518 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5519 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5520 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5521 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5522 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5523 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5524 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5525 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5526 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5527 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5528 | /* Fog */
|
---|
5529 | { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
|
---|
5530 | { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5531 | { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5532 | { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5533 | { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
|
---|
5534 | { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5535 | { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
|
---|
5536 | { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
|
---|
5537 | { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
|
---|
5538 | { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
|
---|
5539 | { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
|
---|
5540 | { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5541 | { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5542 | { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5543 | { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5544 | { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
|
---|
5545 | { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
|
---|
5546 | { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5547 | { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
|
---|
5548 | { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
|
---|
5549 | { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
|
---|
5550 | { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
|
---|
5551 | { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
|
---|
5552 | { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
|
---|
5553 | { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5554 | { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5555 | { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5556 | { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
|
---|
5557 | { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
|
---|
5558 | { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5559 | { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5560 | { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5561 |
|
---|
5562 | /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
|
---|
5563 | * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
|
---|
5564 | * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
|
---|
5565 | */
|
---|
5566 | { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5567 | { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
|
---|
5568 | { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5569 | { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5570 | { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
|
---|
5571 | { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5572 | { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5573 | { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
|
---|
5574 | { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5575 | { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5576 | { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
|
---|
5577 | { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5578 | { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5579 | { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
|
---|
5580 | { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5581 | { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5582 | { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
|
---|
5583 | { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5584 | { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5585 | { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
|
---|
5586 | { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5587 | { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5588 | { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
|
---|
5589 | { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5590 | { STATE_POINT_SIZE_ENABLE, { STATE_POINT_SIZE_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
|
---|
5591 | {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
|
---|
5592 | };
|
---|
5593 |
|
---|
5594 | static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
|
---|
5595 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5596 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5597 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5598 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5599 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5600 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5601 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5602 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5603 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5604 | { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
|
---|
5605 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5606 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5607 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5608 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5609 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5610 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5611 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5612 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5613 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5614 | { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
|
---|
5615 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5616 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5617 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5618 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5619 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5620 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5621 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5622 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5623 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5624 | { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
|
---|
5625 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5626 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5627 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5628 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5629 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5630 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5631 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5632 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5633 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5634 | { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
|
---|
5635 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5636 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5637 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5638 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5639 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5640 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5641 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5642 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5643 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5644 | { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
|
---|
5645 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5646 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5647 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5648 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5649 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5650 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5651 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5652 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5653 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5654 | { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
|
---|
5655 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5656 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5657 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5658 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5659 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5660 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5661 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5662 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5663 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5664 | { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
|
---|
5665 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5666 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5667 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5668 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5669 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5670 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5671 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5672 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5673 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5674 | { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
|
---|
5675 | { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
|
---|
5676 | { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
|
---|
5677 | { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
|
---|
5678 | { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
|
---|
5679 | { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
|
---|
5680 | { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
|
---|
5681 | { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5682 | { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5683 | { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
|
---|
5684 | { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
|
---|
5685 | { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5686 | { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5687 | { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5688 | { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5689 | { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5690 | { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5691 | { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5692 | { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5693 | {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
|
---|
5694 | };
|
---|
5695 |
|
---|
5696 | /* Context activation is done by the caller. */
|
---|
5697 | static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
|
---|
5698 |
|
---|
5699 | static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
|
---|
5700 | {
|
---|
5701 | return shader_priv;
|
---|
5702 | }
|
---|
5703 |
|
---|
5704 | static void ffp_free(struct wined3d_device *device) {}
|
---|
5705 |
|
---|
5706 | static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
|
---|
5707 | {
|
---|
5708 | caps->xyzrhw = FALSE;
|
---|
5709 | caps->max_active_lights = gl_info->limits.lights;
|
---|
5710 | caps->max_vertex_blend_matrices = gl_info->limits.blends;
|
---|
5711 | caps->max_vertex_blend_matrix_index = 0;
|
---|
5712 | caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
|
---|
5713 | | WINED3DVTXPCAPS_MATERIALSOURCE7
|
---|
5714 | | WINED3DVTXPCAPS_POSITIONALLIGHTS
|
---|
5715 | | WINED3DVTXPCAPS_LOCALVIEWER
|
---|
5716 | | WINED3DVTXPCAPS_VERTEXFOG
|
---|
5717 | | WINED3DVTXPCAPS_TEXGEN
|
---|
5718 | | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
|
---|
5719 | caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
|
---|
5720 | caps->max_user_clip_planes = gl_info->limits.clipplanes;
|
---|
5721 | caps->raster_caps = 0;
|
---|
5722 | if (gl_info->supported[NV_FOG_DISTANCE])
|
---|
5723 | caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
|
---|
5724 | }
|
---|
5725 |
|
---|
5726 | const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
|
---|
5727 | {
|
---|
5728 | ffp_enable,
|
---|
5729 | vp_ffp_get_caps,
|
---|
5730 | ffp_alloc,
|
---|
5731 | ffp_free,
|
---|
5732 | vp_ffp_states,
|
---|
5733 | };
|
---|
5734 |
|
---|
5735 | static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
|
---|
5736 | {
|
---|
5737 | caps->wined3d_caps = 0;
|
---|
5738 | caps->PrimitiveMiscCaps = 0;
|
---|
5739 | caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
|
---|
5740 | | WINED3DTEXOPCAPS_ADDSIGNED
|
---|
5741 | | WINED3DTEXOPCAPS_ADDSIGNED2X
|
---|
5742 | | WINED3DTEXOPCAPS_MODULATE
|
---|
5743 | | WINED3DTEXOPCAPS_MODULATE2X
|
---|
5744 | | WINED3DTEXOPCAPS_MODULATE4X
|
---|
5745 | | WINED3DTEXOPCAPS_SELECTARG1
|
---|
5746 | | WINED3DTEXOPCAPS_SELECTARG2
|
---|
5747 | | WINED3DTEXOPCAPS_DISABLE;
|
---|
5748 |
|
---|
5749 | if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
|
---|
5750 | || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
|
---|
5751 | || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
|
---|
5752 | {
|
---|
5753 | caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
---|
5754 | | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
---|
5755 | | WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
---|
5756 | | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
---|
5757 | | WINED3DTEXOPCAPS_LERP
|
---|
5758 | | WINED3DTEXOPCAPS_SUBTRACT;
|
---|
5759 | }
|
---|
5760 | if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
|
---|
5761 | || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
|
---|
5762 | {
|
---|
5763 | caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
|
---|
5764 | | WINED3DTEXOPCAPS_MULTIPLYADD
|
---|
5765 | | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
---|
5766 | | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
---|
5767 | | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
|
---|
5768 | }
|
---|
5769 | if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
|
---|
5770 | caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
|
---|
5771 |
|
---|
5772 | caps->MaxTextureBlendStages = gl_info->limits.textures;
|
---|
5773 | caps->MaxSimultaneousTextures = gl_info->limits.textures;
|
---|
5774 | }
|
---|
5775 |
|
---|
5776 | static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
|
---|
5777 | {
|
---|
5778 | if (TRACE_ON(d3d))
|
---|
5779 | {
|
---|
5780 | TRACE("Checking support for fixup:\n");
|
---|
5781 | dump_color_fixup_desc(fixup);
|
---|
5782 | }
|
---|
5783 |
|
---|
5784 | /* We only support identity conversions. */
|
---|
5785 | if (is_identity_fixup(fixup))
|
---|
5786 | {
|
---|
5787 | TRACE("[OK]\n");
|
---|
5788 | return TRUE;
|
---|
5789 | }
|
---|
5790 |
|
---|
5791 | TRACE("[FAILED]\n");
|
---|
5792 | return FALSE;
|
---|
5793 | }
|
---|
5794 |
|
---|
5795 | const struct fragment_pipeline ffp_fragment_pipeline = {
|
---|
5796 | ffp_enable,
|
---|
5797 | ffp_fragment_get_caps,
|
---|
5798 | ffp_alloc,
|
---|
5799 | ffp_free,
|
---|
5800 | ffp_color_fixup_supported,
|
---|
5801 | ffp_fragmentstate_template,
|
---|
5802 | };
|
---|
5803 |
|
---|
5804 | static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
|
---|
5805 |
|
---|
5806 | static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
|
---|
5807 | {
|
---|
5808 | return shader_priv;
|
---|
5809 | }
|
---|
5810 |
|
---|
5811 | static void none_free(struct wined3d_device *device) {}
|
---|
5812 |
|
---|
5813 | static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
|
---|
5814 | {
|
---|
5815 | memset(caps, 0, sizeof(*caps));
|
---|
5816 | }
|
---|
5817 |
|
---|
5818 | const struct wined3d_vertex_pipe_ops none_vertex_pipe =
|
---|
5819 | {
|
---|
5820 | none_enable,
|
---|
5821 | vp_none_get_caps,
|
---|
5822 | none_alloc,
|
---|
5823 | none_free,
|
---|
5824 | NULL,
|
---|
5825 | };
|
---|
5826 |
|
---|
5827 | static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
|
---|
5828 | {
|
---|
5829 | memset(caps, 0, sizeof(*caps));
|
---|
5830 | }
|
---|
5831 |
|
---|
5832 | static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
|
---|
5833 | {
|
---|
5834 | return is_identity_fixup(fixup);
|
---|
5835 | }
|
---|
5836 |
|
---|
5837 | const struct fragment_pipeline none_fragment_pipe =
|
---|
5838 | {
|
---|
5839 | none_enable,
|
---|
5840 | fp_none_get_caps,
|
---|
5841 | none_alloc,
|
---|
5842 | none_free,
|
---|
5843 | fp_none_color_fixup_supported,
|
---|
5844 | NULL,
|
---|
5845 | };
|
---|
5846 |
|
---|
5847 | static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
|
---|
5848 | {
|
---|
5849 | unsigned int i;
|
---|
5850 | for(i = 0; funcs[i]; i++);
|
---|
5851 | return i;
|
---|
5852 | }
|
---|
5853 |
|
---|
5854 | static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
5855 | {
|
---|
5856 | context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
|
---|
5857 | context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
|
---|
5858 | }
|
---|
5859 |
|
---|
5860 | static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
---|
5861 | {
|
---|
5862 | context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
|
---|
5863 | context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
|
---|
5864 | context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
|
---|
5865 | }
|
---|
5866 |
|
---|
5867 | static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
|
---|
5868 | const struct wined3d_d3d_info *d3d_info)
|
---|
5869 | {
|
---|
5870 | unsigned int start, last, i;
|
---|
5871 |
|
---|
5872 | start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
|
---|
5873 | last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
|
---|
5874 | for (i = start; i <= last; ++i)
|
---|
5875 | {
|
---|
5876 | state_table[i].representative = 0;
|
---|
5877 | state_table[i].apply = state_undefined;
|
---|
5878 | }
|
---|
5879 |
|
---|
5880 | start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
|
---|
5881 | last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
|
---|
5882 | for (i = start; i <= last; ++i)
|
---|
5883 | {
|
---|
5884 | state_table[i].representative = 0;
|
---|
5885 | state_table[i].apply = state_undefined;
|
---|
5886 | }
|
---|
5887 |
|
---|
5888 | start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info->limits.blends));
|
---|
5889 | last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
|
---|
5890 | for (i = start; i <= last; ++i)
|
---|
5891 | {
|
---|
5892 | state_table[i].representative = 0;
|
---|
5893 | state_table[i].apply = state_undefined;
|
---|
5894 | }
|
---|
5895 | }
|
---|
5896 |
|
---|
5897 | static void validate_state_table(struct StateEntry *state_table)
|
---|
5898 | {
|
---|
5899 | static const struct
|
---|
5900 | {
|
---|
5901 | DWORD first;
|
---|
5902 | DWORD last;
|
---|
5903 | }
|
---|
5904 | rs_holes[] =
|
---|
5905 | {
|
---|
5906 | { 1, 1},
|
---|
5907 | { 3, 3},
|
---|
5908 | { 17, 18},
|
---|
5909 | { 21, 21},
|
---|
5910 | { 42, 45},
|
---|
5911 | { 47, 47},
|
---|
5912 | { 61, 127},
|
---|
5913 | {149, 150},
|
---|
5914 | {169, 169},
|
---|
5915 | {177, 177},
|
---|
5916 | {196, 197},
|
---|
5917 | { 0, 0},
|
---|
5918 | };
|
---|
5919 | static const DWORD simple_states[] =
|
---|
5920 | {
|
---|
5921 | STATE_MATERIAL,
|
---|
5922 | STATE_VDECL,
|
---|
5923 | STATE_STREAMSRC,
|
---|
5924 | STATE_INDEXBUFFER,
|
---|
5925 | STATE_VERTEXSHADERCONSTANT,
|
---|
5926 | STATE_PIXELSHADERCONSTANT,
|
---|
5927 | STATE_VSHADER,
|
---|
5928 | STATE_GEOMETRY_SHADER,
|
---|
5929 | STATE_PIXELSHADER,
|
---|
5930 | STATE_VIEWPORT,
|
---|
5931 | STATE_LIGHT_TYPE,
|
---|
5932 | STATE_SCISSORRECT,
|
---|
5933 | STATE_FRONTFACE,
|
---|
5934 | STATE_POINTSPRITECOORDORIGIN,
|
---|
5935 | STATE_BASEVERTEXINDEX,
|
---|
5936 | STATE_FRAMEBUFFER,
|
---|
5937 | STATE_POINT_SIZE_ENABLE,
|
---|
5938 | };
|
---|
5939 | unsigned int i, current;
|
---|
5940 |
|
---|
5941 | for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
|
---|
5942 | {
|
---|
5943 | if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
|
---|
5944 | {
|
---|
5945 | if (!state_table[i].representative)
|
---|
5946 | ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
|
---|
5947 | }
|
---|
5948 | else if (state_table[i].representative)
|
---|
5949 | ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
|
---|
5950 |
|
---|
5951 | if (i == STATE_RENDER(rs_holes[current].last)) ++current;
|
---|
5952 | }
|
---|
5953 |
|
---|
5954 | for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
|
---|
5955 | {
|
---|
5956 | if (!state_table[simple_states[i]].representative)
|
---|
5957 | ERR("State %s (%#x) should have a representative.\n",
|
---|
5958 | debug_d3dstate(simple_states[i]), simple_states[i]);
|
---|
5959 | }
|
---|
5960 |
|
---|
5961 | for (i = 0; i < STATE_HIGHEST + 1; ++i)
|
---|
5962 | {
|
---|
5963 | DWORD rep = state_table[i].representative;
|
---|
5964 | if (rep)
|
---|
5965 | {
|
---|
5966 | if (state_table[rep].representative != rep)
|
---|
5967 | {
|
---|
5968 | ERR("State %s (%#x) has invalid representative %s (%#x).\n",
|
---|
5969 | debug_d3dstate(i), i, debug_d3dstate(rep), rep);
|
---|
5970 | state_table[i].representative = 0;
|
---|
5971 | }
|
---|
5972 |
|
---|
5973 | if (rep != i)
|
---|
5974 | {
|
---|
5975 | if (state_table[i].apply)
|
---|
5976 | ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
|
---|
5977 | }
|
---|
5978 | else if (!state_table[i].apply)
|
---|
5979 | {
|
---|
5980 | ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
|
---|
5981 | }
|
---|
5982 | }
|
---|
5983 | }
|
---|
5984 | }
|
---|
5985 |
|
---|
5986 | HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
|
---|
5987 | const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
|
---|
5988 | const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
|
---|
5989 | const struct StateEntryTemplate *misc)
|
---|
5990 | {
|
---|
5991 | unsigned int i, type, handlers;
|
---|
5992 | APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
|
---|
5993 | const struct StateEntryTemplate *cur;
|
---|
5994 | BOOL set[STATE_HIGHEST + 1];
|
---|
5995 |
|
---|
5996 | memset(multistate_funcs, 0, sizeof(multistate_funcs));
|
---|
5997 |
|
---|
5998 | for(i = 0; i < STATE_HIGHEST + 1; i++) {
|
---|
5999 | StateTable[i].representative = 0;
|
---|
6000 | StateTable[i].apply = state_undefined;
|
---|
6001 | }
|
---|
6002 |
|
---|
6003 | for(type = 0; type < 3; type++) {
|
---|
6004 | /* This switch decides the order in which the states are applied */
|
---|
6005 | switch(type) {
|
---|
6006 | case 0: cur = misc; break;
|
---|
6007 | case 1: cur = fragment->states; break;
|
---|
6008 | case 2: cur = vertex->vp_states; break;
|
---|
6009 | default: cur = NULL; /* Stupid compiler */
|
---|
6010 | }
|
---|
6011 | if(!cur) continue;
|
---|
6012 |
|
---|
6013 | /* GL extension filtering should not prevent multiple handlers being applied from different
|
---|
6014 | * pipeline parts
|
---|
6015 | */
|
---|
6016 | memset(set, 0, sizeof(set));
|
---|
6017 |
|
---|
6018 | for(i = 0; cur[i].state; i++) {
|
---|
6019 | APPLYSTATEFUNC *funcs_array;
|
---|
6020 |
|
---|
6021 | /* Only use the first matching state with the available extension from one template.
|
---|
6022 | * e.g.
|
---|
6023 | * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
|
---|
6024 | * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
|
---|
6025 | *
|
---|
6026 | * if GL_XYZ_fancy is supported, ignore the 2nd line
|
---|
6027 | */
|
---|
6028 | if(set[cur[i].state]) continue;
|
---|
6029 | /* Skip state lines depending on unsupported extensions */
|
---|
6030 | if (!gl_info->supported[cur[i].extension]) continue;
|
---|
6031 | set[cur[i].state] = TRUE;
|
---|
6032 | /* In some cases having an extension means that nothing has to be
|
---|
6033 | * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
|
---|
6034 | * supported, the texture coordinate fixup can be ignored. If the
|
---|
6035 | * apply function is used, mark the state set(done above) to prevent
|
---|
6036 | * applying later lines, but do not record anything in the state
|
---|
6037 | * table
|
---|
6038 | */
|
---|
6039 | if (!cur[i].content.representative) continue;
|
---|
6040 |
|
---|
6041 | handlers = num_handlers(multistate_funcs[cur[i].state]);
|
---|
6042 | multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
|
---|
6043 | switch(handlers) {
|
---|
6044 | case 0:
|
---|
6045 | StateTable[cur[i].state].apply = cur[i].content.apply;
|
---|
6046 | break;
|
---|
6047 | case 1:
|
---|
6048 | StateTable[cur[i].state].apply = multistate_apply_2;
|
---|
6049 | dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
|
---|
6050 | 0,
|
---|
6051 | sizeof(**dev_multistate_funcs) * 2);
|
---|
6052 | if (!dev_multistate_funcs[cur[i].state]) {
|
---|
6053 | goto out_of_mem;
|
---|
6054 | }
|
---|
6055 |
|
---|
6056 | dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
|
---|
6057 | dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
|
---|
6058 | break;
|
---|
6059 | case 2:
|
---|
6060 | StateTable[cur[i].state].apply = multistate_apply_3;
|
---|
6061 | funcs_array = HeapReAlloc(GetProcessHeap(),
|
---|
6062 | 0,
|
---|
6063 | dev_multistate_funcs[cur[i].state],
|
---|
6064 | sizeof(**dev_multistate_funcs) * 3);
|
---|
6065 | if (!funcs_array) {
|
---|
6066 | goto out_of_mem;
|
---|
6067 | }
|
---|
6068 |
|
---|
6069 | dev_multistate_funcs[cur[i].state] = funcs_array;
|
---|
6070 | dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
|
---|
6071 | break;
|
---|
6072 | default:
|
---|
6073 | ERR("Unexpected amount of state handlers for state %u: %u\n",
|
---|
6074 | cur[i].state, handlers + 1);
|
---|
6075 | }
|
---|
6076 |
|
---|
6077 | if (StateTable[cur[i].state].representative
|
---|
6078 | && StateTable[cur[i].state].representative != cur[i].content.representative)
|
---|
6079 | {
|
---|
6080 | FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
|
---|
6081 | debug_d3dstate(cur[i].state), cur[i].state);
|
---|
6082 | }
|
---|
6083 | StateTable[cur[i].state].representative = cur[i].content.representative;
|
---|
6084 | }
|
---|
6085 | }
|
---|
6086 |
|
---|
6087 | prune_invalid_states(StateTable, gl_info, d3d_info);
|
---|
6088 | validate_state_table(StateTable);
|
---|
6089 |
|
---|
6090 | return WINED3D_OK;
|
---|
6091 |
|
---|
6092 | out_of_mem:
|
---|
6093 | for (i = 0; i <= STATE_HIGHEST; ++i) {
|
---|
6094 | HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
|
---|
6095 | }
|
---|
6096 |
|
---|
6097 | memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
|
---|
6098 |
|
---|
6099 | return E_OUTOFMEMORY;
|
---|
6100 | }
|
---|