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[wine/hacks.git] / dlls / wined3d / state.c
blob6b36a3df168aef5f5eb22bab8f11716db3468617
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
39 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
41 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
42 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
43 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
45 if(STATE_IS_RENDER(state)) {
46 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
47 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
48 } else {
49 /* Shouldn't have an unknown type here */
50 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
54 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
55 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
56 * list without causing confusing terminal output. Deliberately no special debug name here
57 * because its undefined.
59 WARN("undefined state %d\n", state);
62 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
63 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
65 switch(Value) {
66 case WINED3DFILL_POINT:
67 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
68 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
69 break;
70 case WINED3DFILL_WIREFRAME:
71 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
72 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
73 break;
74 case WINED3DFILL_SOLID:
75 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
76 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
77 break;
78 default:
79 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
83 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
84 BOOL transformed;
86 /* Lighting is not enabled if transformed vertices are drawn
87 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
88 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
89 * vertex declaration applying function calls this function for updating
92 if(isStateDirty(context, STATE_VDECL)) {
93 return;
96 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
97 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
98 stateblock->wineD3DDevice->strided_streams.position_transformed) ? TRUE : FALSE;
100 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
101 glEnable(GL_LIGHTING);
102 checkGLcall("glEnable GL_LIGHTING");
103 } else {
104 glDisable(GL_LIGHTING);
105 checkGLcall("glDisable GL_LIGHTING");
109 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
110 /* No z test without depth stencil buffers */
111 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
112 TRACE("No Z buffer - disabling depth test\n");
113 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
114 checkGLcall("glDisable GL_DEPTH_TEST");
115 return;
118 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
119 case WINED3DZB_FALSE:
120 glDisable(GL_DEPTH_TEST);
121 checkGLcall("glDisable GL_DEPTH_TEST");
122 break;
123 case WINED3DZB_TRUE:
124 glEnable(GL_DEPTH_TEST);
125 checkGLcall("glEnable GL_DEPTH_TEST");
126 break;
127 case WINED3DZB_USEW:
128 glEnable(GL_DEPTH_TEST);
129 checkGLcall("glEnable GL_DEPTH_TEST");
130 FIXME("W buffer is not well handled\n");
131 break;
132 default:
133 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
137 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
138 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
139 * switch
141 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
142 case WINED3DCULL_NONE:
143 glDisable(GL_CULL_FACE);
144 checkGLcall("glDisable GL_CULL_FACE");
145 break;
146 case WINED3DCULL_CW:
147 glEnable(GL_CULL_FACE);
148 checkGLcall("glEnable GL_CULL_FACE");
149 glCullFace(GL_FRONT);
150 checkGLcall("glCullFace(GL_FRONT)");
151 break;
152 case WINED3DCULL_CCW:
153 glEnable(GL_CULL_FACE);
154 checkGLcall("glEnable GL_CULL_FACE");
155 glCullFace(GL_BACK);
156 checkGLcall("glCullFace(GL_BACK)");
157 break;
158 default:
159 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
163 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
164 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
165 case WINED3DSHADE_FLAT:
166 glShadeModel(GL_FLAT);
167 checkGLcall("glShadeModel(GL_FLAT)");
168 break;
169 case WINED3DSHADE_GOURAUD:
170 glShadeModel(GL_SMOOTH);
171 checkGLcall("glShadeModel(GL_SMOOTH)");
172 break;
173 case WINED3DSHADE_PHONG:
174 FIXME("WINED3DSHADE_PHONG isn't supported\n");
175 break;
176 default:
177 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
181 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
182 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
183 glEnable(GL_DITHER);
184 checkGLcall("glEnable GL_DITHER");
185 } else {
186 glDisable(GL_DITHER);
187 checkGLcall("glDisable GL_DITHER");
191 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
192 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
193 * this has to be merged with ZENABLE and ZFUNC
195 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
196 glDepthMask(1);
197 checkGLcall("glDepthMask(1)");
198 } else {
199 glDepthMask(0);
200 checkGLcall("glDepthMask(0)");
204 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
205 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
207 if(glParm) {
208 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
209 static BOOL once = FALSE;
210 /* There are a few issues with this: First, our inability to
211 * select a proper Z depth, most of the time we're stuck with
212 * D24S8, even if the app selects D32 or D16. There seem to be
213 * some other precision problems which have to be debugged to
214 * make NOTEQUAL and EQUAL work properly
216 if(!once) {
217 once = TRUE;
218 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
222 glDepthFunc(glParm);
223 checkGLcall("glDepthFunc");
227 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
228 float col[4];
229 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
231 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
232 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
233 checkGLcall("glLightModel for MODEL_AMBIENT");
236 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
237 int srcBlend = GL_ZERO;
238 int dstBlend = GL_ZERO;
239 const StaticPixelFormatDesc *rtFormat;
240 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
242 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
243 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
244 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
245 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
246 const struct GlPixelFormatDesc *glDesc;
247 getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
249 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
250 * The d3d9 visual test confirms the behavior. */
251 if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
252 glDisable(GL_BLEND);
253 checkGLcall("glDisable GL_BLEND");
254 return;
255 } else {
256 glEnable(GL_BLEND);
257 checkGLcall("glEnable GL_BLEND");
259 } else {
260 glDisable(GL_BLEND);
261 checkGLcall("glDisable GL_BLEND");
262 /* Nothing more to do - get out */
263 return;
266 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
267 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
268 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
269 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
270 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
271 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
272 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
273 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
274 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
276 /* To compensate the lack of format switching with backbuffer offscreen rendering,
277 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
278 * if the render target doesn't support alpha blending. A nonexistent alpha channel
279 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
281 case WINED3DBLEND_DESTALPHA :
282 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
283 dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
284 break;
285 case WINED3DBLEND_INVDESTALPHA :
286 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
287 dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
288 break;
290 case WINED3DBLEND_SRCALPHASAT :
291 dstBlend = GL_SRC_ALPHA_SATURATE;
292 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
293 break;
295 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
296 * values which are still valid up to d3d9. They should not occur as dest blend values
298 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
299 srcBlend = GL_SRC_ALPHA;
300 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
301 break;
303 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
304 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
305 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
306 break;
308 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
309 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
310 default:
311 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
314 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
315 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
316 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
317 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
318 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
319 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
320 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
321 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
322 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
323 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
325 case WINED3DBLEND_DESTALPHA :
326 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
327 srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
328 break;
329 case WINED3DBLEND_INVDESTALPHA :
330 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
331 srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
332 break;
334 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
335 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
336 break;
338 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
339 dstBlend = GL_SRC_ALPHA;
340 break;
342 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
343 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
344 default:
345 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
348 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
349 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
350 glEnable(GL_LINE_SMOOTH);
351 checkGLcall("glEnable(GL_LINE_SMOOTH)");
352 if(srcBlend != GL_SRC_ALPHA) {
353 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
355 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
356 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
358 } else {
359 glDisable(GL_LINE_SMOOTH);
360 checkGLcall("glDisable(GL_LINE_SMOOTH)");
363 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
364 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
365 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
368 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
369 int srcBlendAlpha = GL_ZERO;
370 int dstBlendAlpha = GL_ZERO;
372 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
373 if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
374 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
375 return;
378 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
379 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
380 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
381 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
382 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
383 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
384 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
385 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
386 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
387 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
388 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
389 case WINED3DBLEND_SRCALPHASAT :
390 dstBlend = GL_SRC_ALPHA_SATURATE;
391 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
392 break;
393 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
394 * values which are still valid up to d3d9. They should not occur as dest blend values
396 case WINED3DBLEND_BOTHSRCALPHA :
397 dstBlendAlpha = GL_SRC_ALPHA;
398 srcBlendAlpha = GL_SRC_ALPHA;
399 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
400 break;
401 case WINED3DBLEND_BOTHINVSRCALPHA :
402 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
403 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
404 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
405 break;
406 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
407 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
408 default:
409 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
412 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
413 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
414 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
415 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
416 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
417 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
418 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
419 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
420 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
421 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
422 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
423 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
424 case WINED3DBLEND_BOTHSRCALPHA :
425 srcBlendAlpha = GL_SRC_ALPHA;
426 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
427 break;
428 case WINED3DBLEND_BOTHINVSRCALPHA :
429 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
430 dstBlendAlpha = GL_SRC_ALPHA;
431 break;
432 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
433 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
434 default:
435 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
438 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
439 checkGLcall("glBlendFuncSeparateEXT");
440 } else {
441 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
442 glBlendFunc(srcBlend, dstBlend);
443 checkGLcall("glBlendFunc");
446 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
447 so it may need updating */
448 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
449 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
450 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
454 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
455 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
458 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
459 float col[4];
461 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
462 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
463 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
464 checkGLcall("glBlendColor");
467 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
468 int glParm = 0;
469 float ref;
470 BOOL enable_ckey = FALSE;
472 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
474 /* Find out if the texture on the first stage has a ckey set
475 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
476 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
477 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
478 * in case it finds some texture+colorkeyenable combination which needs extra care.
480 if (stateblock->textures[0])
482 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
484 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
486 IWineD3DSurfaceImpl *surf;
488 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
490 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
492 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
493 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
494 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
495 * surface has alpha bits */
496 if (fmt->alphaMask == 0x00000000) enable_ckey = TRUE;
501 if(enable_ckey || context->last_was_ckey) {
502 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
503 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
505 context->last_was_ckey = enable_ckey;
507 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
508 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
509 glEnable(GL_ALPHA_TEST);
510 checkGLcall("glEnable GL_ALPHA_TEST");
511 } else {
512 glDisable(GL_ALPHA_TEST);
513 checkGLcall("glDisable GL_ALPHA_TEST");
514 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
515 * enable call
517 return;
520 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
521 glParm = GL_NOTEQUAL;
522 ref = 0.0;
523 } else {
524 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
525 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
527 if(glParm) {
528 glAlphaFunc(glParm, ref);
529 checkGLcall("glAlphaFunc");
533 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
534 DWORD enable = 0xFFFFFFFF;
535 DWORD disable = 0x00000000;
537 if (use_vs(stateblock))
539 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
540 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
541 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
542 * of that - don't do anything here and keep them disabled
544 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
545 static BOOL warned = FALSE;
546 if(!warned) {
547 FIXME("Clipping not supported with vertex shaders\n");
548 warned = TRUE;
551 return;
554 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
555 * of already set values
558 /* If enabling / disabling all
559 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
561 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
562 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
563 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
564 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
565 glDisable(GL_DEPTH_CLAMP_NV);
566 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
568 } else {
569 disable = 0xffffffff;
570 enable = 0x00;
571 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
572 glEnable(GL_DEPTH_CLAMP_NV);
573 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
577 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
578 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
579 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
580 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
581 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
582 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
584 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
585 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
586 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
587 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
588 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
589 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
591 /** update clipping status */
592 if (enable) {
593 stateblock->clip_status.ClipUnion = 0;
594 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
595 } else {
596 stateblock->clip_status.ClipUnion = 0;
597 stateblock->clip_status.ClipIntersection = 0;
601 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
602 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
605 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
606 int blendEquation = GL_FUNC_ADD;
607 int blendEquationAlpha = GL_FUNC_ADD;
609 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
610 if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
611 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
612 return;
615 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
616 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
617 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
618 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
619 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
620 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
621 default:
622 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
625 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
626 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
627 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
628 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
629 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
630 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
631 default:
632 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
635 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
636 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
637 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
638 checkGLcall("glBlendEquationSeparateEXT");
639 } else {
640 TRACE("glBlendEquation(%x)\n", blendEquation);
641 GL_EXTCALL(glBlendEquationEXT(blendEquation));
642 checkGLcall("glBlendEquation");
646 static void
647 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
648 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
649 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
650 * specular color. This is wrong:
651 * Separate specular color means the specular colour is maintained separately, whereas
652 * single color means it is merged in. However in both cases they are being used to
653 * some extent.
654 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
655 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
656 * running 1.4 yet!
659 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
660 * Instead, we need to setup the FinalCombiner properly.
662 * The default setup for the FinalCombiner is:
664 * <variable> <input> <mapping> <usage>
665 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
666 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
667 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
668 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
669 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
670 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
671 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
673 * That's pretty much fine as it is, except for variable B, which needs to take
674 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
675 * whether WINED3DRS_SPECULARENABLE is enabled or not.
678 TRACE("Setting specular enable state and materials\n");
679 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
680 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
681 checkGLcall("glMaterialfv");
683 if(stateblock->material.Power > GL_LIMITS(shininess)) {
684 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
685 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
686 * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
687 * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
688 * them, it should be safe to do so without major visual distortions.
690 WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
691 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
692 } else {
693 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
695 checkGLcall("glMaterialf(GL_SHININESS)");
697 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
698 glEnable(GL_COLOR_SUM_EXT);
699 } else {
700 TRACE("Specular colors cannot be enabled in this version of opengl\n");
702 checkGLcall("glEnable(GL_COLOR_SUM)");
704 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
705 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
706 checkGLcall("glFinalCombinerInputNV()");
708 } else {
709 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
711 /* for the case of enabled lighting: */
712 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
713 checkGLcall("glMaterialfv");
715 /* for the case of disabled lighting: */
716 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
717 glDisable(GL_COLOR_SUM_EXT);
718 } else {
719 TRACE("Specular colors cannot be disabled in this version of opengl\n");
721 checkGLcall("glDisable(GL_COLOR_SUM)");
723 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
724 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
725 checkGLcall("glFinalCombinerInputNV()");
729 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
730 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
731 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
732 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
733 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
734 stateblock->material.Specular.b, stateblock->material.Specular.a);
735 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
736 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
738 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
739 checkGLcall("glMaterialfv(GL_AMBIENT)");
740 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
741 checkGLcall("glMaterialfv(GL_DIFFUSE)");
742 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
743 checkGLcall("glMaterialfv(GL_EMISSION)");
746 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
747 unsigned int i;
749 /* Note the texture color applies to all textures whereas
750 * GL_TEXTURE_ENV_COLOR applies to active only
752 float col[4];
753 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
755 /* And now the default texture color as well */
756 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
757 /* Note the WINED3DRS value applies to all textures, but GL has one
758 * per texture, so apply it now ready to be used!
760 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
761 checkGLcall("glActiveTextureARB");
763 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
764 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
768 static void
769 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
770 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
771 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
772 GL_EXTCALL(glActiveStencilFaceEXT(face));
773 checkGLcall("glActiveStencilFaceEXT(...)");
774 glStencilFunc(func, ref, mask);
775 checkGLcall("glStencilFunc(...)");
776 glStencilOp(stencilFail, depthFail, stencilPass);
777 checkGLcall("glStencilOp(...)");
780 static void
781 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
782 DWORD onesided_enable = FALSE;
783 DWORD twosided_enable = FALSE;
784 GLint func = GL_ALWAYS;
785 GLint func_ccw = GL_ALWAYS;
786 GLint ref = 0;
787 GLuint mask = 0;
788 GLint stencilFail = GL_KEEP;
789 GLint depthFail = GL_KEEP;
790 GLint stencilPass = GL_KEEP;
791 GLint stencilFail_ccw = GL_KEEP;
792 GLint depthFail_ccw = GL_KEEP;
793 GLint stencilPass_ccw = GL_KEEP;
795 /* No stencil test without a stencil buffer */
796 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
797 glDisable(GL_STENCIL_TEST);
798 checkGLcall("glDisable GL_STENCIL_TEST");
799 return;
802 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
803 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
804 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
805 func = GL_ALWAYS;
806 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
807 func_ccw = GL_ALWAYS;
808 ref = stateblock->renderState[WINED3DRS_STENCILREF];
809 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
810 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
811 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
812 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
813 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
814 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
815 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
817 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
818 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
819 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
820 onesided_enable, twosided_enable, ref, mask,
821 func, stencilFail, depthFail, stencilPass,
822 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
824 if (twosided_enable && onesided_enable) {
825 glEnable(GL_STENCIL_TEST);
826 checkGLcall("glEnable GL_STENCIL_TEST");
828 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
829 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
830 * which has an effect on the code below too. If we apply the front face
831 * afterwards, we are sure that the active stencil face is set to front,
832 * and other stencil functions which do not use two sided stencil do not have
833 * to set it back
835 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
836 stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
837 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
838 stencilFail, depthFail, stencilPass);
839 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
840 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
841 checkGLcall("glStencilFuncSeparateATI(...)");
842 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
843 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
844 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
845 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
846 } else {
847 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
849 } else if(onesided_enable) {
850 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
851 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
852 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
855 /* This code disables the ATI extension as well, since the standard stencil functions are equal
856 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
858 glEnable(GL_STENCIL_TEST);
859 checkGLcall("glEnable GL_STENCIL_TEST");
860 glStencilFunc(func, ref, mask);
861 checkGLcall("glStencilFunc(...)");
862 glStencilOp(stencilFail, depthFail, stencilPass);
863 checkGLcall("glStencilOp(...)");
864 } else {
865 glDisable(GL_STENCIL_TEST);
866 checkGLcall("glDisable GL_STENCIL_TEST");
870 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
871 DWORD mask;
873 if(stateblock->wineD3DDevice->stencilBufferTarget) {
874 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
875 } else {
876 mask = 0;
879 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
880 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
881 glStencilMask(mask);
882 checkGLcall("glStencilMask");
883 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
884 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
885 glStencilMask(mask);
888 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
889 DWORD mask;
891 if(stateblock->wineD3DDevice->stencilBufferTarget) {
892 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
893 } else {
894 mask = 0;
897 glStencilMask(mask);
898 checkGLcall("glStencilMask");
901 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
903 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
905 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
907 /* Table fog on: Never use fog coords, and use per-fragment fog */
908 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
909 glHint(GL_FOG_HINT, GL_NICEST);
910 if(context->fog_coord) {
911 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
912 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
913 context->fog_coord = FALSE;
915 return;
918 /* Otherwise use per-vertex fog in any case */
919 glHint(GL_FOG_HINT, GL_FASTEST);
921 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
922 /* No fog at all, or transformed vertices: Use fog coord */
923 if(!context->fog_coord) {
924 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
925 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
926 context->fog_coord = TRUE;
928 } else {
929 /* Otherwise, use the fragment depth */
930 if(context->fog_coord) {
931 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
932 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
933 context->fog_coord = FALSE;
938 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
939 float fogstart, fogend;
940 union {
941 DWORD d;
942 float f;
943 } tmpvalue;
945 switch(context->fog_source) {
946 case FOGSOURCE_VS:
947 fogstart = 1.0;
948 fogend = 0.0;
949 break;
951 case FOGSOURCE_COORD:
952 fogstart = 255.0;
953 fogend = 0.0;
954 break;
956 case FOGSOURCE_FFP:
957 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
958 fogstart = tmpvalue.f;
959 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
960 fogend = tmpvalue.f;
961 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
962 if(fogstart == fogend) {
963 fogstart = -1.0 / 0.0;
964 fogend = 0.0;
966 break;
968 default:
969 /* This should not happen.context->fog_source is set in wined3d, not the app.
970 * Still this is needed to make the compiler happy
972 ERR("Unexpected fog coordinate source\n");
973 fogstart = 0.0;
974 fogend = 0.0;
977 glFogf(GL_FOG_START, fogstart);
978 checkGLcall("glFogf(GL_FOG_START, fogstart)");
979 TRACE("Fog Start == %f\n", fogstart);
981 glFogf(GL_FOG_END, fogend);
982 checkGLcall("glFogf(GL_FOG_END, fogend)");
983 TRACE("Fog End == %f\n", fogend);
986 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
987 enum fogsource new_source;
989 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
991 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
992 /* No fog? Disable it, and we're done :-) */
993 glDisableWINE(GL_FOG);
994 checkGLcall("glDisable GL_FOG");
995 return;
998 /* Fog Rules:
1000 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1001 * It can use the Z value of the vertex, or the alpha component of the specular color.
1002 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1003 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1004 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1006 * FOGTABLEMODE != NONE:
1007 * The Z value is used, with the equation specified, no matter what vertex type.
1009 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1010 * Per vertex fog is calculated using the specified fog equation and the parameters
1012 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1013 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1014 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1017 * Rules for vertex fog with shaders:
1019 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1020 * the fog computation to happen during transformation while openGL expects it to happen
1021 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1022 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1023 * To solve this problem, WineD3D does:
1024 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1025 * shader,
1026 * and 2) disables the fog computation (in either the fixed function or programmable
1027 * rasterizer) if using a vertex program.
1029 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1030 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1031 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1032 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1033 * There are some GL differences between specular fog coords and vertex shaders though.
1035 * With table fog the vertex shader fog coordinate is ignored.
1037 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1038 * without shaders).
1041 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1042 * the system will apply only pixel(=table) fog effects."
1044 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1045 if(use_vs(stateblock)) {
1046 glFogi(GL_FOG_MODE, GL_LINEAR);
1047 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1048 new_source = FOGSOURCE_VS;
1049 } else {
1050 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1051 /* If processed vertices are used, fall through to the NONE case */
1052 case WINED3DFOG_EXP:
1053 if(!context->last_was_rhw) {
1054 glFogi(GL_FOG_MODE, GL_EXP);
1055 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1056 new_source = FOGSOURCE_FFP;
1057 break;
1059 /* drop through */
1061 case WINED3DFOG_EXP2:
1062 if(!context->last_was_rhw) {
1063 glFogi(GL_FOG_MODE, GL_EXP2);
1064 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1065 new_source = FOGSOURCE_FFP;
1066 break;
1068 /* drop through */
1070 case WINED3DFOG_LINEAR:
1071 if(!context->last_was_rhw) {
1072 glFogi(GL_FOG_MODE, GL_LINEAR);
1073 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1074 new_source = FOGSOURCE_FFP;
1075 break;
1077 /* drop through */
1079 case WINED3DFOG_NONE:
1080 /* Both are none? According to msdn the alpha channel of the specular
1081 * color contains a fog factor. Set it in drawStridedSlow.
1082 * Same happens with Vertexfog on transformed vertices
1084 new_source = FOGSOURCE_COORD;
1085 glFogi(GL_FOG_MODE, GL_LINEAR);
1086 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1087 break;
1089 default:
1090 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1091 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1094 } else {
1095 new_source = FOGSOURCE_FFP;
1097 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1098 case WINED3DFOG_EXP:
1099 glFogi(GL_FOG_MODE, GL_EXP);
1100 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1101 break;
1103 case WINED3DFOG_EXP2:
1104 glFogi(GL_FOG_MODE, GL_EXP2);
1105 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1106 break;
1108 case WINED3DFOG_LINEAR:
1109 glFogi(GL_FOG_MODE, GL_LINEAR);
1110 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1111 break;
1113 case WINED3DFOG_NONE: /* Won't happen */
1114 default:
1115 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1119 glEnableWINE(GL_FOG);
1120 checkGLcall("glEnable GL_FOG");
1121 if(new_source != context->fog_source) {
1122 context->fog_source = new_source;
1123 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1127 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1128 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1129 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1133 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1134 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1135 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1136 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1137 } else {
1138 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1139 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1143 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1144 float col[4];
1145 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1146 glFogfv(GL_FOG_COLOR, &col[0]);
1147 checkGLcall("glFog GL_FOG_COLOR");
1150 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1151 union {
1152 DWORD d;
1153 float f;
1154 } tmpvalue;
1155 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1156 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1157 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1160 /* TODO: Merge with primitive type + init_materials()!! */
1161 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1162 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1163 GLenum Parm = 0;
1164 const WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1165 BOOL isDiffuseSupplied;
1167 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1168 * The vertex declaration will call this function if the fixed function pipeline is used.
1171 if(isStateDirty(context, STATE_VDECL)) {
1172 return;
1175 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1177 context->num_untracked_materials = 0;
1178 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1179 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1180 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1181 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1182 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1183 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1185 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1186 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1187 Parm = GL_AMBIENT_AND_DIFFUSE;
1188 } else {
1189 Parm = GL_DIFFUSE;
1191 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1192 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1193 context->num_untracked_materials++;
1195 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1196 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1197 context->num_untracked_materials++;
1199 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1200 Parm = GL_AMBIENT;
1201 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1202 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1203 context->num_untracked_materials++;
1205 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1206 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1207 context->num_untracked_materials++;
1209 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1210 Parm = GL_EMISSION;
1211 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1212 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1213 context->num_untracked_materials++;
1215 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1216 Parm = GL_SPECULAR;
1220 /* Nothing changed, return. */
1221 if (Parm == context->tracking_parm) return;
1223 if(!Parm) {
1224 glDisable(GL_COLOR_MATERIAL);
1225 checkGLcall("glDisable GL_COLOR_MATERIAL");
1226 } else {
1227 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1228 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1229 glEnable(GL_COLOR_MATERIAL);
1230 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1233 /* Apparently calls to glMaterialfv are ignored for properties we're
1234 * tracking with glColorMaterial, so apply those here. */
1235 switch (context->tracking_parm) {
1236 case GL_AMBIENT_AND_DIFFUSE:
1237 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1238 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1239 checkGLcall("glMaterialfv");
1240 break;
1242 case GL_DIFFUSE:
1243 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1244 checkGLcall("glMaterialfv");
1245 break;
1247 case GL_AMBIENT:
1248 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1249 checkGLcall("glMaterialfv");
1250 break;
1252 case GL_EMISSION:
1253 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1254 checkGLcall("glMaterialfv");
1255 break;
1257 case GL_SPECULAR:
1258 /* Only change material color if specular is enabled, otherwise it is set to black */
1259 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1260 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1261 checkGLcall("glMaterialfv");
1262 } else {
1263 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1264 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1265 checkGLcall("glMaterialfv");
1267 break;
1270 context->tracking_parm = Parm;
1273 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1274 union {
1275 DWORD d;
1276 WINED3DLINEPATTERN lp;
1277 } tmppattern;
1278 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1280 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1282 if (tmppattern.lp.wRepeatFactor) {
1283 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1284 checkGLcall("glLineStipple(repeat, linepattern)");
1285 glEnable(GL_LINE_STIPPLE);
1286 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1287 } else {
1288 glDisable(GL_LINE_STIPPLE);
1289 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1293 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1294 union {
1295 DWORD d;
1296 float f;
1297 } tmpvalue;
1299 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1300 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1301 TRACE("ZBias value %f\n", tmpvalue.f);
1302 glPolygonOffset(0, -tmpvalue.f);
1303 checkGLcall("glPolygonOffset(0, -Value)");
1304 glEnable(GL_POLYGON_OFFSET_FILL);
1305 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1306 glEnable(GL_POLYGON_OFFSET_LINE);
1307 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1308 glEnable(GL_POLYGON_OFFSET_POINT);
1309 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1310 } else {
1311 glDisable(GL_POLYGON_OFFSET_FILL);
1312 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1313 glDisable(GL_POLYGON_OFFSET_LINE);
1314 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1315 glDisable(GL_POLYGON_OFFSET_POINT);
1316 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1321 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1322 if(isStateDirty(context, STATE_VDECL)) {
1323 return;
1325 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1326 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1327 * by zero and is not properly defined in opengl, so avoid it
1329 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1330 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1331 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1332 glEnable(GL_NORMALIZE);
1333 checkGLcall("glEnable(GL_NORMALIZE);");
1334 } else {
1335 glDisable(GL_NORMALIZE);
1336 checkGLcall("glDisable(GL_NORMALIZE);");
1340 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1341 union {
1342 DWORD d;
1343 float f;
1344 } tmpvalue;
1346 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1347 if(tmpvalue.f != 1.0) {
1348 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1350 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1351 if(tmpvalue.f != 64.0) {
1352 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1357 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1358 union {
1359 DWORD d;
1360 float f;
1361 } min, max;
1363 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1364 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1366 /* Max point size trumps min point size */
1367 if(min.f > max.f) {
1368 min.f = max.f;
1371 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1372 checkGLcall("glPointParameterfEXT(...)");
1373 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1374 checkGLcall("glPointParameterfEXT(...)");
1377 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1378 union {
1379 DWORD d;
1380 float f;
1381 } min, max;
1383 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1384 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1386 /* Max point size trumps min point size */
1387 if(min.f > max.f) {
1388 min.f = max.f;
1391 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1392 checkGLcall("glPointParameterfARB(...)");
1393 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1394 checkGLcall("glPointParameterfARB(...)");
1397 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1398 /* TODO: Group this with the viewport */
1400 * POINTSCALEENABLE controls how point size value is treated. If set to
1401 * true, the point size is scaled with respect to height of viewport.
1402 * When set to false point size is in pixels.
1405 /* Default values */
1406 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1407 union {
1408 DWORD d;
1409 float f;
1410 } pointSize, A, B, C;
1412 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1413 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1414 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1415 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1417 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1418 GLfloat scaleFactor;
1419 float h = stateblock->viewport.Height;
1421 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1423 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1424 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1425 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1426 * are less than 1.0f. scale_factor = 1.0f / point_size.
1428 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1429 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1430 * is 1.0, but then accepts points below that and draws too small points
1432 pointSize.f = GL_LIMITS(pointsizemin);
1433 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1434 /* gl already scales the input to glPointSize,
1435 * d3d scales the result after the point size scale.
1436 * If the point size is bigger than the max size, use the
1437 * scaling to scale it bigger, and set the gl point size to max
1439 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1440 TRACE("scale: %f\n", scaleFactor);
1441 pointSize.f = GL_LIMITS(pointsize);
1442 } else {
1443 scaleFactor = 1.0f;
1445 scaleFactor = pow(h * scaleFactor, 2);
1447 att[0] = A.f / scaleFactor;
1448 att[1] = B.f / scaleFactor;
1449 att[2] = C.f / scaleFactor;
1452 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1453 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1454 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1456 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1457 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1458 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1459 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1460 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1463 glPointSize(pointSize.f);
1464 checkGLcall("glPointSize(...);");
1467 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1468 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1470 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1471 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1472 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1473 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1474 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1475 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1476 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1477 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1478 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1479 checkGLcall("glColorMask(...)");
1481 /* depends on WINED3DRS_COLORWRITEENABLE. */
1482 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1483 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1484 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1485 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1486 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1487 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1488 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1492 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1493 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1494 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1495 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1496 } else {
1497 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1498 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1502 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1503 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1504 TRACE("Last Pixel Drawing Enabled\n");
1505 } else {
1506 static BOOL warned;
1507 if (!warned) {
1508 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1509 warned = TRUE;
1510 } else {
1511 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1516 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1517 /* TODO: NV_POINT_SPRITE */
1518 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1519 TRACE("Point sprites not supported\n");
1523 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1524 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1525 glEnable(GL_POINT_SPRITE_ARB);
1526 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1527 } else {
1528 glDisable(GL_POINT_SPRITE_ARB);
1529 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1533 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1535 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1536 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1537 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1538 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1540 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1542 TRACE("Stub\n");
1543 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1544 stateblock->renderState[WINED3DRS_WRAP1] ||
1545 stateblock->renderState[WINED3DRS_WRAP2] ||
1546 stateblock->renderState[WINED3DRS_WRAP3] ||
1547 stateblock->renderState[WINED3DRS_WRAP4] ||
1548 stateblock->renderState[WINED3DRS_WRAP5] ||
1549 stateblock->renderState[WINED3DRS_WRAP6] ||
1550 stateblock->renderState[WINED3DRS_WRAP7] ||
1551 stateblock->renderState[WINED3DRS_WRAP8] ||
1552 stateblock->renderState[WINED3DRS_WRAP9] ||
1553 stateblock->renderState[WINED3DRS_WRAP10] ||
1554 stateblock->renderState[WINED3DRS_WRAP11] ||
1555 stateblock->renderState[WINED3DRS_WRAP12] ||
1556 stateblock->renderState[WINED3DRS_WRAP13] ||
1557 stateblock->renderState[WINED3DRS_WRAP14] ||
1558 stateblock->renderState[WINED3DRS_WRAP15] ) {
1559 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1563 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1564 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1565 WARN("Multisample antialiasing not supported by gl\n");
1569 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1570 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1571 glEnable(GL_MULTISAMPLE_ARB);
1572 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1573 } else {
1574 glDisable(GL_MULTISAMPLE_ARB);
1575 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1579 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1580 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1581 glEnable(GL_SCISSOR_TEST);
1582 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1583 } else {
1584 glDisable(GL_SCISSOR_TEST);
1585 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1589 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1590 union {
1591 DWORD d;
1592 float f;
1593 } tmpvalue;
1595 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1596 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1597 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1598 glEnable(GL_POLYGON_OFFSET_FILL);
1599 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1600 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1601 checkGLcall("glPolygonOffset(...)");
1602 } else {
1603 glDisable(GL_POLYGON_OFFSET_FILL);
1604 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1608 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1609 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1610 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1611 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1612 } else {
1613 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1614 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1618 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1619 TRACE("Stub\n");
1620 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1621 FIXME(" Stippled Alpha not supported yet.\n");
1624 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1625 TRACE("Stub\n");
1626 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1627 FIXME(" Antialias not supported yet.\n");
1630 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1631 TRACE("Stub\n");
1632 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1633 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1636 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1637 TRACE("Stub\n");
1638 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1639 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1642 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1643 union {
1644 DWORD d;
1645 float f;
1646 } tmpvalue;
1647 tmpvalue.f = 1.0f;
1649 TRACE("Stub\n");
1650 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1652 static BOOL displayed = FALSE;
1654 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1655 if(!displayed)
1656 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1658 displayed = TRUE;
1662 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1663 TRACE("Stub\n");
1664 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1665 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1668 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1669 TRACE("Stub\n");
1670 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1671 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1674 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1675 TRACE("Stub\n");
1676 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1677 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1680 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1681 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1682 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1686 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1687 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1688 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1692 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1693 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1694 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1698 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1699 if(stateblock->renderState[WINED3DRS_ROP2]) {
1700 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1704 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1705 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1706 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1710 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1711 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1712 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1716 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1717 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1718 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1722 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1723 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1724 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1728 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1729 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1730 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1734 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1735 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1736 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1740 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1741 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1742 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1746 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1747 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1748 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1752 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1753 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1754 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1758 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1759 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1760 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1764 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1765 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1766 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1770 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1771 #if defined (GL_VERSION_1_3)
1772 # define useext(A) A
1773 #elif defined (GL_EXT_texture_env_combine)
1774 # define useext(A) A##_EXT
1775 #elif defined (GL_ARB_texture_env_combine)
1776 # define useext(A) A##_ARB
1777 #endif
1779 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1780 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1781 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1782 * flag specifies the complement of the input should be used. */
1783 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1784 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1786 /* Calculate the operand */
1787 if (complement) {
1788 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1789 else *operand = GL_ONE_MINUS_SRC_COLOR;
1790 } else {
1791 if (from_alpha) *operand = GL_SRC_ALPHA;
1792 else *operand = GL_SRC_COLOR;
1795 /* Calculate the source */
1796 switch (arg & WINED3DTA_SELECTMASK) {
1797 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1798 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1799 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1800 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1801 case WINED3DTA_SPECULAR:
1803 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1804 * 'Secondary color' and isn't supported until base GL supports it
1805 * There is no concept of temp registers as far as I can tell
1807 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1808 *source = GL_TEXTURE;
1809 break;
1810 default:
1811 FIXME("Unrecognized texture arg %#x\n", arg);
1812 *source = GL_TEXTURE;
1813 break;
1817 /* Setup the texture operations texture stage states */
1818 static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1820 GLenum src1, src2, src3;
1821 GLenum opr1, opr2, opr3;
1822 GLenum comb_target;
1823 GLenum src0_target, src1_target, src2_target;
1824 GLenum opr0_target, opr1_target, opr2_target;
1825 GLenum scal_target;
1826 GLenum opr=0, invopr, src3_target, opr3_target;
1827 BOOL Handled = FALSE;
1828 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1829 IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
1831 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1833 /* This is called by a state handler which has the gl lock held and a context for the thread */
1835 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1836 the form (a1 <operation> a2). However, some of the more complex operations
1837 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1838 in a third parameter called a0. Therefore these are operations of the form
1839 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1841 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1842 functions below, expect their syntax to differ slightly to those listed in the
1843 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1844 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1846 if (isAlpha) {
1847 comb_target = useext(GL_COMBINE_ALPHA);
1848 src0_target = useext(GL_SOURCE0_ALPHA);
1849 src1_target = useext(GL_SOURCE1_ALPHA);
1850 src2_target = useext(GL_SOURCE2_ALPHA);
1851 opr0_target = useext(GL_OPERAND0_ALPHA);
1852 opr1_target = useext(GL_OPERAND1_ALPHA);
1853 opr2_target = useext(GL_OPERAND2_ALPHA);
1854 scal_target = GL_ALPHA_SCALE;
1856 else {
1857 comb_target = useext(GL_COMBINE_RGB);
1858 src0_target = useext(GL_SOURCE0_RGB);
1859 src1_target = useext(GL_SOURCE1_RGB);
1860 src2_target = useext(GL_SOURCE2_RGB);
1861 opr0_target = useext(GL_OPERAND0_RGB);
1862 opr1_target = useext(GL_OPERAND1_RGB);
1863 opr2_target = useext(GL_OPERAND2_RGB);
1864 scal_target = useext(GL_RGB_SCALE);
1867 /* If a texture stage references an invalid texture unit the stage just
1868 * passes through the result from the previous stage */
1869 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1870 arg1 = WINED3DTA_CURRENT;
1871 op = WINED3DTOP_SELECTARG1;
1874 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1875 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1876 } else {
1877 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1879 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1880 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1882 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1884 Handled = TRUE; /* Assume will be handled */
1886 /* Other texture operations require special extensions: */
1887 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1888 if (isAlpha) {
1889 opr = GL_SRC_ALPHA;
1890 invopr = GL_ONE_MINUS_SRC_ALPHA;
1891 src3_target = GL_SOURCE3_ALPHA_NV;
1892 opr3_target = GL_OPERAND3_ALPHA_NV;
1893 } else {
1894 opr = GL_SRC_COLOR;
1895 invopr = GL_ONE_MINUS_SRC_COLOR;
1896 src3_target = GL_SOURCE3_RGB_NV;
1897 opr3_target = GL_OPERAND3_RGB_NV;
1899 switch (op) {
1900 case WINED3DTOP_DISABLE: /* Only for alpha */
1901 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1902 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1903 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1904 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1905 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1906 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1907 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1908 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1909 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1910 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1911 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1912 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1913 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1914 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1915 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1916 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1917 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1918 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1919 break;
1920 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
1921 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
1922 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1923 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
1924 if (op == WINED3DTOP_SELECTARG1) {
1925 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1926 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1927 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1928 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1929 } else {
1930 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
1931 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
1932 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
1933 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
1935 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1936 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1937 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1938 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1939 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1940 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1941 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1942 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1943 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1944 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1945 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1946 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1947 break;
1949 case WINED3DTOP_MODULATE:
1950 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1951 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1952 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1953 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1954 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1955 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1956 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
1957 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1958 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
1959 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1960 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1961 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
1962 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1963 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
1964 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1965 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1966 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1967 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
1968 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
1969 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
1970 break;
1971 case WINED3DTOP_MODULATE2X:
1972 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1973 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1974 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1975 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1976 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1977 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1978 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
1979 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1980 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
1981 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1982 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1983 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
1984 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1985 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
1986 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1987 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1988 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1989 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
1990 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
1991 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
1992 break;
1993 case WINED3DTOP_MODULATE4X:
1994 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1995 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1996 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1997 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1998 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1999 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2000 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2001 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2002 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2003 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2004 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2005 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2006 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2007 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2008 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2009 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2010 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2011 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2012 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2013 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2014 break;
2016 case WINED3DTOP_ADD:
2017 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2018 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2019 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2020 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2021 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2022 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2023 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2024 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2025 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2026 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2027 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2028 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2029 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2030 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2031 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2032 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2033 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2034 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2035 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2036 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2037 break;
2039 case WINED3DTOP_ADDSIGNED:
2040 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2041 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2042 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2043 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2044 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2045 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2046 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2047 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2048 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2049 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2050 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2051 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2052 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2053 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2054 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2055 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2056 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2057 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2058 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2059 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2060 break;
2062 case WINED3DTOP_ADDSIGNED2X:
2063 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2064 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2065 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2066 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2067 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2068 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2069 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2070 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2071 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2072 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2073 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2074 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2075 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2076 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2077 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2078 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2079 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2080 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2081 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2082 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2083 break;
2085 case WINED3DTOP_ADDSMOOTH:
2086 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2087 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2088 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2089 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2090 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2091 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2092 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2093 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2094 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2095 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2096 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2097 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2098 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2099 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2100 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2101 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2102 switch (opr1) {
2103 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2104 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2105 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2106 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2108 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2109 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2110 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2111 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2112 break;
2114 case WINED3DTOP_BLENDDIFFUSEALPHA:
2115 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2116 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2117 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2118 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2119 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2120 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2121 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2122 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2123 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2124 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2125 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2126 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2127 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2128 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2129 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2130 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2131 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2132 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2133 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2134 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2135 break;
2136 case WINED3DTOP_BLENDTEXTUREALPHA:
2137 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2138 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2139 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2140 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2141 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2142 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2143 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2144 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2145 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2146 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2147 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2148 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2149 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2150 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2151 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2152 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2153 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2154 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2155 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2156 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2157 break;
2158 case WINED3DTOP_BLENDFACTORALPHA:
2159 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2160 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2161 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2162 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2163 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2164 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2165 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2166 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2167 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2168 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2169 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2170 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2171 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2172 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2173 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2174 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2175 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2176 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2177 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2178 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2179 break;
2180 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2181 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2182 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2183 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2184 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2185 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2186 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2187 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2188 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2189 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2190 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2191 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2192 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2193 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2194 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2195 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2196 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2197 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2198 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2199 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2200 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2201 break;
2202 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2203 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2204 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2205 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2206 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2207 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2208 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2209 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2210 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2211 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2212 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2213 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2214 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2215 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2216 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2217 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2218 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2219 switch (opr) {
2220 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2221 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2223 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2224 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2225 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2226 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2227 break;
2228 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2229 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2230 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2231 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2232 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2233 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2234 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2235 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2236 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2237 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2238 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2239 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2240 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2241 switch (opr1) {
2242 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2243 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2245 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2246 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2247 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2248 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2249 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2250 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2251 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2252 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2253 break;
2254 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2255 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2256 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2257 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2258 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2259 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2260 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2261 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2262 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2263 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2264 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2265 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2266 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2267 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2268 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2269 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2270 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2271 switch (opr1) {
2272 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2273 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2274 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2275 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2277 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2278 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2279 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2280 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2281 break;
2282 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2283 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2284 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2285 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2286 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2287 switch (opr1) {
2288 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2289 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2290 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2291 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2293 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2294 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2295 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2296 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2297 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2298 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2299 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2300 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2301 switch (opr1) {
2302 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2303 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2305 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2306 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2307 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2308 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2309 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2310 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2311 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2312 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2313 break;
2314 case WINED3DTOP_MULTIPLYADD:
2315 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2316 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2317 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2318 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2319 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2320 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2321 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2322 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2323 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2324 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2325 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2326 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2327 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2328 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2329 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2330 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2331 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2332 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2333 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2334 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2335 break;
2337 case WINED3DTOP_BUMPENVMAP:
2341 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2342 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2344 default:
2345 Handled = FALSE;
2347 if (Handled) {
2348 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2349 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2351 return;
2353 } /* GL_NV_texture_env_combine4 */
2355 Handled = TRUE; /* Again, assume handled */
2356 switch (op) {
2357 case WINED3DTOP_DISABLE: /* Only for alpha */
2358 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2359 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2360 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2361 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2362 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2363 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2364 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2365 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2366 break;
2367 case WINED3DTOP_SELECTARG1:
2368 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2369 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2370 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2371 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2372 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2373 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2374 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2375 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2376 break;
2377 case WINED3DTOP_SELECTARG2:
2378 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2379 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2380 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2381 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2382 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2383 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2384 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2385 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2386 break;
2387 case WINED3DTOP_MODULATE:
2388 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2389 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2390 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2391 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2392 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2393 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2394 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2395 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2396 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2397 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2398 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2399 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2400 break;
2401 case WINED3DTOP_MODULATE2X:
2402 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2403 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2404 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2405 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2406 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2407 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2408 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2409 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2410 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2411 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2412 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2413 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2414 break;
2415 case WINED3DTOP_MODULATE4X:
2416 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2417 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2418 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2419 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2420 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2421 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2422 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2423 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2424 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2425 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2426 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2427 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2428 break;
2429 case WINED3DTOP_ADD:
2430 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2431 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2432 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2433 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2434 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2435 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2436 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2437 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2438 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2439 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2440 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2441 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2442 break;
2443 case WINED3DTOP_ADDSIGNED:
2444 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2445 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2446 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2447 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2448 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2449 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2450 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2451 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2452 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2453 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2454 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2455 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2456 break;
2457 case WINED3DTOP_ADDSIGNED2X:
2458 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2459 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2460 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2461 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2462 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2463 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2464 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2465 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2466 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2467 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2468 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2469 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2470 break;
2471 case WINED3DTOP_SUBTRACT:
2472 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2473 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2474 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2475 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2476 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2477 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2478 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2479 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2480 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2481 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2482 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2483 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2484 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2485 } else {
2486 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2488 break;
2490 case WINED3DTOP_BLENDDIFFUSEALPHA:
2491 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2492 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2493 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2494 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2495 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2496 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2497 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2498 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2499 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2500 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2501 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2502 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2503 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2504 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2505 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2506 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2507 break;
2508 case WINED3DTOP_BLENDTEXTUREALPHA:
2509 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2510 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2511 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2512 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2513 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2514 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2515 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2516 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2517 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2518 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2519 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2520 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2521 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2522 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2523 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2524 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2525 break;
2526 case WINED3DTOP_BLENDFACTORALPHA:
2527 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2528 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2529 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2530 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2531 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2532 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2533 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2534 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2535 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2536 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2537 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2538 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2539 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2540 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2541 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2542 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2543 break;
2544 case WINED3DTOP_BLENDCURRENTALPHA:
2545 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2546 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2547 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2548 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2549 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2550 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2551 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2552 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2553 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2554 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2555 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2556 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2557 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2558 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2559 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2560 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2561 break;
2562 case WINED3DTOP_DOTPRODUCT3:
2563 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2564 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2565 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2566 } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2567 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2568 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2569 } else {
2570 FIXME("This version of opengl does not support GL_DOT3\n");
2572 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2573 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2574 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2575 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2576 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2577 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2578 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2579 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2580 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2581 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2582 break;
2583 case WINED3DTOP_LERP:
2584 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2585 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2586 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2587 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2588 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2589 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2590 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2591 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2592 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2593 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2594 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2595 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2596 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2597 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2598 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2599 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2600 break;
2601 case WINED3DTOP_ADDSMOOTH:
2602 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2603 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2604 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2605 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2606 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2607 switch (opr1) {
2608 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2609 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2610 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2611 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2613 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2614 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2615 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2616 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2617 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2618 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2619 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2620 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2621 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2622 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2623 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2624 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2625 } else
2626 Handled = FALSE;
2627 break;
2628 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2629 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2630 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2631 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2632 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2633 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2634 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2635 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2636 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2637 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2638 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2639 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2640 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2641 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2642 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2643 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2644 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2645 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2646 } else
2647 Handled = FALSE;
2648 break;
2649 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2650 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2651 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2652 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2653 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2654 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2655 switch (opr1) {
2656 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2657 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2658 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2659 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2661 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2662 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2663 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2664 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2665 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2666 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2667 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2668 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2669 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2670 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2671 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2672 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2673 } else
2674 Handled = FALSE;
2675 break;
2676 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2677 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2678 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2679 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2680 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2681 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2682 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2683 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2684 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2685 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2686 switch (opr1) {
2687 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2688 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2689 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2690 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2692 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2693 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2694 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2695 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2696 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2697 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2698 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2699 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2700 } else
2701 Handled = FALSE;
2702 break;
2703 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2704 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2705 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2706 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2707 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2708 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2709 switch (opr1) {
2710 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2711 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2712 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2713 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2715 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2716 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2717 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2718 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2719 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2720 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2721 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2722 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2723 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2724 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2725 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2726 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2727 } else
2728 Handled = FALSE;
2729 break;
2730 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2731 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2732 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2733 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2734 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2735 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2736 switch (opr1) {
2737 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2738 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2739 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2740 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2742 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2743 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2744 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2745 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2746 switch (opr1) {
2747 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2748 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2749 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2750 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2752 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2753 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2754 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2755 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2756 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2757 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2758 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2759 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2760 } else
2761 Handled = FALSE;
2762 break;
2763 case WINED3DTOP_MULTIPLYADD:
2764 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2765 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2766 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2767 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2768 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2769 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2770 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2771 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2772 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2773 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2774 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2775 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2776 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2777 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2778 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2779 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2780 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2781 } else
2782 Handled = FALSE;
2783 break;
2784 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2785 case WINED3DTOP_BUMPENVMAP:
2786 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2787 /* Technically texture shader support without register combiners is possible, but not expected to occur
2788 * on real world cards, so for now a fixme should be enough
2790 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2792 default:
2793 Handled = FALSE;
2796 if (Handled) {
2797 BOOL combineOK = TRUE;
2798 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2799 DWORD op2;
2801 if (isAlpha) {
2802 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2803 } else {
2804 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2807 /* Note: If COMBINE4 in effect can't go back to combine! */
2808 switch (op2) {
2809 case WINED3DTOP_ADDSMOOTH:
2810 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2811 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2812 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2813 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2814 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2815 case WINED3DTOP_MULTIPLYADD:
2816 /* Ignore those implemented in both cases */
2817 switch (op) {
2818 case WINED3DTOP_SELECTARG1:
2819 case WINED3DTOP_SELECTARG2:
2820 combineOK = FALSE;
2821 Handled = FALSE;
2822 break;
2823 default:
2824 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2825 return;
2830 if (combineOK) {
2831 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2832 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2834 return;
2838 /* After all the extensions, if still unhandled, report fixme */
2839 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2843 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2844 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2845 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2846 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2848 TRACE("Setting color op for stage %d\n", stage);
2850 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2851 if (use_ps(stateblock)) return;
2853 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2855 if (mapped_stage != -1) {
2856 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2857 FIXME("Attempt to enable unsupported stage!\n");
2858 return;
2860 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2861 checkGLcall("glActiveTextureARB");
2864 if(stage >= stateblock->lowest_disabled_stage) {
2865 TRACE("Stage disabled\n");
2866 if (mapped_stage != -1) {
2867 /* Disable everything here */
2868 glDisable(GL_TEXTURE_2D);
2869 checkGLcall("glDisable(GL_TEXTURE_2D)");
2870 glDisable(GL_TEXTURE_3D);
2871 checkGLcall("glDisable(GL_TEXTURE_3D)");
2872 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2873 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2874 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2876 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2877 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2878 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2881 /* All done */
2882 return;
2885 /* The sampler will also activate the correct texture dimensions, so no need to do it here
2886 * if the sampler for this stage is dirty
2888 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
2889 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
2892 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2893 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2894 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2895 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2896 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2899 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2900 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2901 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2902 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2903 DWORD op, arg1, arg2, arg0;
2905 TRACE("Setting alpha op for stage %d\n", stage);
2906 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2907 if (mapped_stage != -1) {
2908 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2909 FIXME("Attempt to enable unsupported stage!\n");
2910 return;
2912 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2913 checkGLcall("glActiveTextureARB");
2916 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2917 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2918 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
2919 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
2921 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
2923 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
2925 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2927 IWineD3DSurfaceImpl *surf;
2929 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2931 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT
2932 && getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000)
2934 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
2935 * properly. On the other hand applications can still use texture combiners apparently. This code
2936 * takes care that apps cannot remove the texture's alpha channel entirely.
2938 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
2939 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
2940 * and alpha component of diffuse color to draw things like translucent text and perform other
2941 * blending effects.
2943 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
2944 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
2945 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
2946 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
2947 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
2948 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
2949 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
2950 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
2951 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
2952 * alpha.
2954 * What to do with multitexturing? So far no app has been found that uses color keying with
2955 * multitexturing */
2956 if (op == WINED3DTOP_DISABLE)
2958 arg1 = WINED3DTA_TEXTURE;
2959 op = WINED3DTOP_SELECTARG1;
2961 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
2963 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2965 arg2 = WINED3DTA_TEXTURE;
2966 op = WINED3DTOP_MODULATE;
2968 else arg1 = WINED3DTA_TEXTURE;
2970 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
2972 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2974 arg1 = WINED3DTA_TEXTURE;
2975 op = WINED3DTOP_MODULATE;
2977 else arg2 = WINED3DTA_TEXTURE;
2983 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
2984 * this if block here, and the other code(color keying, texture unit selection) are the same
2986 TRACE("Setting alpha op for stage %d\n", stage);
2987 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2988 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2989 op, arg1, arg2, arg0,
2990 mapped_stage,
2991 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
2992 } else {
2993 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2994 op, arg1, arg2, arg0);
2998 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2999 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3000 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3001 BOOL generated;
3002 int coordIdx;
3004 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3005 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3007 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3008 return;
3011 if (mapped_stage == -1) return;
3013 if(mapped_stage >= GL_LIMITS(textures)) {
3014 return;
3016 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3017 checkGLcall("glActiveTextureARB");
3018 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3019 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3021 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3022 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3023 generated,
3024 context->last_was_rhw,
3025 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwStride ?
3026 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwType:
3027 WINED3DDECLTYPE_UNUSED,
3028 stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3030 /* The sampler applying function calls us if this changes */
3031 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3033 if(generated) {
3034 FIXME("Non-power2 texture being used with generated texture coords\n");
3036 TRACE("Non power two matrix multiply fixup\n");
3037 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3041 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3042 int texture_idx;
3044 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3045 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3046 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3050 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd, GLint *curVBO)
3052 const UINT *offset = stateblock->streamOffset;
3053 unsigned int mapped_stage = 0;
3054 unsigned int textureNo = 0;
3056 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3057 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3059 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3060 if (mapped_stage == -1) continue;
3062 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
3063 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3064 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
3066 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
3067 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
3068 checkGLcall("glBindBufferARB");
3069 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
3072 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3073 checkGLcall("glClientActiveTextureARB");
3075 /* The coords to supply depend completely on the fvf / vertex shader */
3076 glTexCoordPointer(
3077 WINED3D_ATR_FORMAT(sd->u.s.texCoords[coordIdx].dwType),
3078 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
3079 sd->u.s.texCoords[coordIdx].dwStride,
3080 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
3081 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3082 } else {
3083 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3086 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3087 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3088 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3089 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3093 checkGLcall("loadTexCoords");
3096 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3097 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3098 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3099 static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3100 static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3101 static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3102 static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3104 if (mapped_stage == -1) {
3105 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3106 return;
3109 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3110 return;
3112 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3113 checkGLcall("glActiveTextureARB");
3115 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3117 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3118 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3119 * means use the vertex position (camera-space) as the input texture coordinates
3120 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3121 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3122 * to the TEXCOORDINDEX value
3126 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
3128 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
3129 case WINED3DTSS_TCI_PASSTHRU:
3130 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
3131 glDisable(GL_TEXTURE_GEN_S);
3132 glDisable(GL_TEXTURE_GEN_T);
3133 glDisable(GL_TEXTURE_GEN_R);
3134 glDisable(GL_TEXTURE_GEN_Q);
3135 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
3136 break;
3138 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3139 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3140 * as the input texture coordinates for this stage's texture transformation. This
3141 * equates roughly to EYE_LINEAR
3144 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
3146 glMatrixMode(GL_MODELVIEW);
3147 glPushMatrix();
3148 glLoadIdentity();
3149 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3150 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3151 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3152 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3153 glPopMatrix();
3155 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
3156 glEnable(GL_TEXTURE_GEN_S);
3157 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3158 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3159 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3160 glEnable(GL_TEXTURE_GEN_T);
3161 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3162 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3163 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3164 glEnable(GL_TEXTURE_GEN_R);
3165 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3166 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3167 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3169 break;
3171 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3173 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3174 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
3176 glMatrixMode(GL_MODELVIEW);
3177 glPushMatrix();
3178 glLoadIdentity();
3179 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3180 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3181 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3182 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3183 glPopMatrix();
3185 glEnable(GL_TEXTURE_GEN_S);
3186 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3187 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3188 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3189 glEnable(GL_TEXTURE_GEN_T);
3190 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3191 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3192 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3193 glEnable(GL_TEXTURE_GEN_R);
3194 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3195 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3196 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3199 break;
3201 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3203 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3204 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
3206 glMatrixMode(GL_MODELVIEW);
3207 glPushMatrix();
3208 glLoadIdentity();
3209 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3210 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3211 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3212 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3213 glPopMatrix();
3215 glEnable(GL_TEXTURE_GEN_S);
3216 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3217 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3218 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3219 glEnable(GL_TEXTURE_GEN_T);
3220 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3221 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3222 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3223 glEnable(GL_TEXTURE_GEN_R);
3224 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3225 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3226 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3229 break;
3231 /* Unhandled types: */
3232 default:
3233 /* Todo: */
3234 /* ? disable GL_TEXTURE_GEN_n ? */
3235 glDisable(GL_TEXTURE_GEN_S);
3236 glDisable(GL_TEXTURE_GEN_T);
3237 glDisable(GL_TEXTURE_GEN_R);
3238 glDisable(GL_TEXTURE_GEN_Q);
3239 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3240 break;
3243 /* Update the texture matrix */
3244 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3245 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3248 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3249 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3250 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3251 * and do all the things linked to it
3252 * TODO: Tidy that up to reload only the arrays of the changed unit
3254 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3256 unloadTexCoords(stateblock);
3257 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3261 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3262 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3264 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3265 * has an update pending
3267 if(isStateDirty(context, STATE_VDECL) ||
3268 isStateDirty(context, STATE_PIXELSHADER)) {
3269 return;
3272 device->shader_backend->shader_load_constants((IWineD3DDevice *)device, use_ps(stateblock), use_vs(stateblock));
3275 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3276 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3278 if(stateblock->pixelShader && stage != 0 &&
3279 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3280 /* The pixel shader has to know the luminance scale. Do a constants update if it
3281 * isn't scheduled anyway
3283 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3284 !isStateDirty(context, STATE_PIXELSHADER)) {
3285 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3290 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3291 BOOL texIsPow2 = FALSE;
3292 DWORD sampler = state - STATE_SAMPLER(0);
3293 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3295 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3297 if(!texture) return;
3298 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3299 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
3300 * scaling is reapplied or removed, the texture matrix has to be reapplied
3302 * The mapped stage is already active because the sampler() function below, which is part of the
3303 * misc pipeline
3305 if(sampler < MAX_TEXTURES) {
3306 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(texture);
3308 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3310 if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
3311 ((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
3312 texIsPow2 = TRUE;
3315 else if (texture_dimensions == GL_TEXTURE_CUBE_MAP_ARB)
3317 if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
3318 texIsPow2 = TRUE;
3322 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3324 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3325 else context->lastWasPow2Texture &= ~(1 << sampler);
3326 transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3331 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3332 DWORD sampler = state - STATE_SAMPLER(0);
3333 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3334 union {
3335 float f;
3336 DWORD d;
3337 } tmpvalue;
3339 TRACE("Sampler: %d\n", sampler);
3340 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3341 * only has to bind textures and set the per texture states
3344 if (mapped_stage == -1) {
3345 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3346 return;
3349 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3350 return;
3352 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3353 checkGLcall("glActiveTextureARB");
3355 if(stateblock->textures[sampler]) {
3356 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3357 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3358 tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
3359 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3360 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3362 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3363 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3364 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3365 GL_TEXTURE_LOD_BIAS_EXT,
3366 tmpvalue.f);
3367 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3370 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3372 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3373 /* If color keying is enabled update the alpha test, it depends on the existence
3374 * of a color key in stage 0
3376 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3379 } else if(mapped_stage < GL_LIMITS(textures)) {
3380 if(sampler < stateblock->lowest_disabled_stage) {
3381 /* TODO: What should I do with pixel shaders here ??? */
3382 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3383 /* If color keying is enabled update the alpha test, it depends on the existence
3384 * of a color key in stage 0
3386 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3388 } /* Otherwise tex_colorop disables the stage */
3389 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3390 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3394 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3395 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3396 BOOL use_pshader = use_ps(stateblock);
3397 BOOL use_vshader = use_vs(stateblock);
3398 int i;
3400 if (use_pshader) {
3401 if(!context->last_was_pshader) {
3402 /* Former draw without a pixel shader, some samplers
3403 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3404 * make sure to enable them
3406 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3407 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3408 sampler(STATE_SAMPLER(i), stateblock, context);
3411 context->last_was_pshader = TRUE;
3412 } else {
3413 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3414 * if a different texture was bound. I don't have to do anything.
3417 } else {
3418 /* Disabled the pixel shader - color ops weren't applied
3419 * while it was enabled, so re-apply them.
3421 for(i=0; i < MAX_TEXTURES; i++) {
3422 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3423 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3424 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3427 context->last_was_pshader = FALSE;
3430 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3431 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3433 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3434 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3439 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3440 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3441 if(stateblock->pixelShader && stage != 0 &&
3442 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3443 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3444 * anyway
3446 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3447 !isStateDirty(context, STATE_PIXELSHADER)) {
3448 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3453 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3454 /* This function is called by transform_view below if the view matrix was changed too
3456 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3457 * does not always update the world matrix, only on a switch between transformed
3458 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3459 * draw, but that should be rather rare and cheaper in total.
3461 glMatrixMode(GL_MODELVIEW);
3462 checkGLcall("glMatrixMode");
3464 if(context->last_was_rhw) {
3465 glLoadIdentity();
3466 checkGLcall("glLoadIdentity()");
3467 } else {
3468 /* In the general case, the view matrix is the identity matrix */
3469 if (stateblock->wineD3DDevice->view_ident) {
3470 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3471 checkGLcall("glLoadMatrixf");
3472 } else {
3473 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3474 checkGLcall("glLoadMatrixf");
3475 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3476 checkGLcall("glMultMatrixf");
3481 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3482 UINT index = state - STATE_CLIPPLANE(0);
3484 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3485 return;
3488 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3489 glMatrixMode(GL_MODELVIEW);
3490 glPushMatrix();
3491 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3493 TRACE("Clipplane [%f,%f,%f,%f]\n",
3494 stateblock->clipplane[index][0],
3495 stateblock->clipplane[index][1],
3496 stateblock->clipplane[index][2],
3497 stateblock->clipplane[index][3]);
3498 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3499 checkGLcall("glClipPlane");
3501 glPopMatrix();
3504 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3505 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3506 GLenum glMat;
3507 TRACE("Setting world matrix %d\n", matrix);
3509 if(matrix >= GL_LIMITS(blends)) {
3510 WARN("Unsupported blend matrix set\n");
3511 return;
3512 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3513 return;
3516 /* GL_MODELVIEW0_ARB: 0x1700
3517 * GL_MODELVIEW1_ARB: 0x850a
3518 * GL_MODELVIEW2_ARB: 0x8722
3519 * GL_MODELVIEW3_ARB: 0x8723
3520 * etc
3521 * GL_MODELVIEW31_ARB: 0x873F
3523 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3524 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3526 glMatrixMode(glMat);
3527 checkGLcall("glMatrixMode(glMat)");
3529 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3530 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3532 if(stateblock->wineD3DDevice->view_ident) {
3533 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3534 checkGLcall("glLoadMatrixf");
3535 } else {
3536 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3537 checkGLcall("glLoadMatrixf");
3538 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3539 checkGLcall("glMultMatrixf");
3543 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3544 static BOOL once = FALSE;
3546 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3547 case WINED3DVBF_1WEIGHTS:
3548 case WINED3DVBF_2WEIGHTS:
3549 case WINED3DVBF_3WEIGHTS:
3550 if(!once) {
3551 once = TRUE;
3552 /* TODO: Implement vertex blending in drawStridedSlow */
3553 FIXME("Vertex blending enabled, but not supported by hardware\n");
3555 break;
3557 case WINED3DVBF_TWEENING:
3558 WARN("Tweening not supported yet\n");
3562 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3563 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3565 switch(val) {
3566 case WINED3DVBF_1WEIGHTS:
3567 case WINED3DVBF_2WEIGHTS:
3568 case WINED3DVBF_3WEIGHTS:
3569 glEnable(GL_VERTEX_BLEND_ARB);
3570 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3572 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3573 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3575 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3577 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3578 int i;
3579 for(i = 1; i < GL_LIMITS(blends); i++) {
3580 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3581 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3584 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3586 break;
3588 case WINED3DVBF_DISABLE:
3589 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3590 glDisable(GL_VERTEX_BLEND_ARB);
3591 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3592 break;
3594 case WINED3DVBF_TWEENING:
3595 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3596 * vertex weights in the vertices?
3597 * For now we don't report that as supported, so a warn should suffice
3599 WARN("Tweening not supported yet\n");
3600 break;
3604 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3605 unsigned int k;
3607 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3608 * NOTE: We have to reset the positions even if the light/plane is not currently
3609 * enabled, since the call to enable it will not reset the position.
3610 * NOTE2: Apparently texture transforms do NOT need reapplying
3613 const PLIGHTINFOEL *light = NULL;
3615 glMatrixMode(GL_MODELVIEW);
3616 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3617 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3618 checkGLcall("glLoadMatrixf(...)");
3620 /* Reset lights. TODO: Call light apply func */
3621 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3622 light = stateblock->activeLights[k];
3623 if(!light) continue;
3624 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3625 checkGLcall("glLightfv posn");
3626 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3627 checkGLcall("glLightfv dirn");
3630 /* Reset Clipping Planes */
3631 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3632 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3633 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3637 if(context->last_was_rhw) {
3638 glLoadIdentity();
3639 checkGLcall("glLoadIdentity()");
3640 /* No need to update the world matrix, the identity is fine */
3641 return;
3644 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3645 * No need to do it here if the state is scheduled for update.
3647 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3648 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3651 /* Avoid looping over a number of matrices if the app never used the functionality */
3652 if(stateblock->wineD3DDevice->vertexBlendUsed) {
3653 for(k = 1; k < GL_LIMITS(blends); k++) {
3654 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3655 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3661 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3662 glMatrixMode(GL_PROJECTION);
3663 checkGLcall("glMatrixMode(GL_PROJECTION)");
3664 glLoadIdentity();
3665 checkGLcall("glLoadIdentity");
3667 if(context->last_was_rhw) {
3668 double X, Y, height, width, minZ, maxZ;
3670 X = stateblock->viewport.X;
3671 Y = stateblock->viewport.Y;
3672 height = stateblock->viewport.Height;
3673 width = stateblock->viewport.Width;
3674 minZ = stateblock->viewport.MinZ;
3675 maxZ = stateblock->viewport.MaxZ;
3677 if(!stateblock->wineD3DDevice->untransformed) {
3678 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3679 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3680 * suppress depth clipping. This can be done because it is an orthogonal projection and
3681 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3682 * Persia 3D need this.
3684 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3685 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3686 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3687 * to the viewer.
3689 * Also note that this breaks z comparison against z values filled in with clear,
3690 * but no app depending on that and disabled clipping has been found yet. Comparing
3691 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3692 * surface removal.
3694 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3695 * but this would break Z buffer operation. Raising the range to something less than
3696 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3697 * problem either.
3699 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3700 if(stateblock->wineD3DDevice->render_offscreen) {
3701 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3702 } else {
3703 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3705 } else {
3706 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3707 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3708 * unmodified to opengl.
3710 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3711 * replacement shader.
3713 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3714 if(stateblock->wineD3DDevice->render_offscreen) {
3715 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3716 } else {
3717 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3720 checkGLcall("glOrtho");
3722 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3723 glTranslatef(0.5, 0.5, 0);
3724 checkGLcall("glTranslatef(0.5, 0.5, 0)");
3725 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3726 * render everything upside down when rendering offscreen. */
3727 if (stateblock->wineD3DDevice->render_offscreen) {
3728 glScalef(1.0, -1.0, 1.0);
3729 checkGLcall("glScalef");
3731 } else {
3732 /* The rule is that the window coordinate 0 does not correspond to the
3733 beginning of the first pixel, but the center of the first pixel.
3734 As a consequence if you want to correctly draw one line exactly from
3735 the left to the right end of the viewport (with all matrices set to
3736 be identity), the x coords of both ends of the line would be not
3737 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3738 instead.
3740 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3741 divide by the Width/Height, so we need the half range(1.0) to translate by
3742 half a pixel.
3744 The other fun is that d3d's output z range after the transformation is [0;1],
3745 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3746 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3747 of Z buffer precision and the clear values do not match in the z test. Thus scale
3748 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3752 * Careful with the order of operations here, we're essentially working backwards:
3753 * x = x + 1/w;
3754 * y = (y - 1/h) * flip;
3755 * z = z * 2 - 1;
3757 * Becomes:
3758 * glTranslatef(0.0, 0.0, -1.0);
3759 * glScalef(1.0, 1.0, 2.0);
3761 * glScalef(1.0, flip, 1.0);
3762 * glTranslatef(1/w, -1/h, 0.0);
3764 * This is equivalent to:
3765 * glTranslatef(1/w, -flip/h, -1.0)
3766 * glScalef(1.0, flip, 2.0);
3769 if (stateblock->wineD3DDevice->render_offscreen) {
3770 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3771 * render everything upside down when rendering offscreen. */
3772 glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
3773 checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
3774 glScalef(1.0, -1.0, 2.0);
3775 } else {
3776 glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
3777 checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
3778 glScalef(1.0, 1.0, 2.0);
3780 checkGLcall("glScalef");
3782 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3783 checkGLcall("glLoadMatrixf");
3787 /* This should match any arrays loaded in loadVertexData.
3788 * stateblock impl is required for GL_SUPPORT
3789 * TODO: Only load / unload arrays if we have to.
3791 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3792 glDisableClientState(GL_VERTEX_ARRAY);
3793 glDisableClientState(GL_NORMAL_ARRAY);
3794 glDisableClientState(GL_COLOR_ARRAY);
3795 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3796 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3798 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3799 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3801 unloadTexCoords(stateblock);
3804 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context, int i)
3806 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3807 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3808 /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
3809 * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
3810 * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
3811 * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
3812 * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
3814 GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
3815 checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
3817 context->numbered_array_mask &= ~(1 << i);
3820 /* This should match any arrays loaded in loadNumberedArrays
3821 * TODO: Only load / unload arrays if we have to.
3823 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context)
3825 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3826 GLint maxAttribs = 16;
3827 int i;
3829 /* Leave all the attribs disabled */
3830 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3831 /* MESA does not support it right not */
3832 if (glGetError() != GL_NO_ERROR)
3833 maxAttribs = 16;
3834 for (i = 0; i < maxAttribs; ++i) {
3835 unload_numbered_array(stateblock, context, i);
3839 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
3840 const WineDirect3DVertexStridedData *strided, WineD3DContext *context)
3842 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3843 int i;
3844 const UINT *offset = stateblock->streamOffset;
3845 IWineD3DVertexBufferImpl *vb;
3846 DWORD_PTR shift_index;
3848 /* Default to no instancing */
3849 stateblock->wineD3DDevice->instancedDraw = FALSE;
3851 for (i = 0; i < MAX_ATTRIBS; i++) {
3852 if (!(strided->use_map & (1 << i)))
3854 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3855 continue;
3858 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3859 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
3860 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3861 stateblock->wineD3DDevice->instancedDraw = TRUE;
3862 continue;
3865 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
3867 if(strided->u.input[i].dwStride) {
3868 if(curVBO != strided->u.input[i].VBO) {
3869 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
3870 checkGLcall("glBindBufferARB");
3871 curVBO = strided->u.input[i].VBO;
3873 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3874 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3875 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3876 * vbo we won't be load converted attributes anyway
3878 if(curVBO && vb->conv_shift) {
3879 TRACE("Loading attribute from shifted buffer\n");
3880 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
3881 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
3882 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
3883 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
3884 shift_index = shift_index % strided->u.input[i].dwStride;
3885 GL_EXTCALL(glVertexAttribPointerARB(i,
3886 WINED3D_ATR_FORMAT(strided->u.input[i].dwType),
3887 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3888 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3889 vb->conv_stride,
3891 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
3892 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3893 offset[strided->u.input[i].streamNo]));
3895 } else {
3896 GL_EXTCALL(glVertexAttribPointerARB(i,
3897 WINED3D_ATR_FORMAT(strided->u.input[i].dwType),
3898 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3899 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3900 strided->u.input[i].dwStride,
3902 strided->u.input[i].lpData +
3903 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3904 offset[strided->u.input[i].streamNo]) );
3907 if (!(context->numbered_array_mask & (1 << i)))
3909 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
3910 context->numbered_array_mask |= (1 << i);
3912 } else {
3913 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
3914 * set up the attribute statically. But we have to figure out the system memory address.
3916 const BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
3917 if(strided->u.input[i].VBO) {
3918 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3919 ptr += (long) vb->resource.allocatedMemory;
3922 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3924 switch(strided->u.input[i].dwType) {
3925 case WINED3DDECLTYPE_FLOAT1:
3926 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
3927 break;
3928 case WINED3DDECLTYPE_FLOAT2:
3929 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
3930 break;
3931 case WINED3DDECLTYPE_FLOAT3:
3932 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
3933 break;
3934 case WINED3DDECLTYPE_FLOAT4:
3935 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
3936 break;
3938 case WINED3DDECLTYPE_UBYTE4:
3939 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3940 break;
3941 case WINED3DDECLTYPE_D3DCOLOR:
3942 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
3944 const DWORD *src = (const DWORD *)ptr;
3945 DWORD c = *src & 0xff00ff00;
3946 c |= (*src & 0xff0000) >> 16;
3947 c |= (*src & 0xff) << 16;
3948 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
3949 break;
3951 /* else fallthrough */
3952 case WINED3DDECLTYPE_UBYTE4N:
3953 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3954 break;
3956 case WINED3DDECLTYPE_SHORT2:
3957 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
3958 break;
3959 case WINED3DDECLTYPE_SHORT4:
3960 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
3961 break;
3963 case WINED3DDECLTYPE_SHORT2N:
3965 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
3966 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
3967 break;
3969 case WINED3DDECLTYPE_USHORT2N:
3971 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
3972 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
3973 break;
3975 case WINED3DDECLTYPE_SHORT4N:
3976 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
3977 break;
3978 case WINED3DDECLTYPE_USHORT4N:
3979 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
3980 break;
3982 case WINED3DDECLTYPE_UDEC3:
3983 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
3984 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
3985 break;
3986 case WINED3DDECLTYPE_DEC3N:
3987 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
3988 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
3989 break;
3991 case WINED3DDECLTYPE_FLOAT16_2:
3992 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
3993 * byte float according to the IEEE standard
3995 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
3996 break;
3997 case WINED3DDECLTYPE_FLOAT16_4:
3998 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
3999 break;
4001 case WINED3DDECLTYPE_UNUSED:
4002 default:
4003 ERR("Unexpected declaration in stride 0 attributes\n");
4004 break;
4009 checkGLcall("Loading numbered arrays");
4012 /* Used from 2 different functions, and too big to justify making it inlined */
4013 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd)
4015 const UINT *offset = stateblock->streamOffset;
4016 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
4018 TRACE("Using fast vertex array code\n");
4020 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4021 stateblock->wineD3DDevice->instancedDraw = FALSE;
4023 /* Blend Data ---------------------------------------------- */
4024 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
4025 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
4027 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4028 TRACE("Blend %d %p %d\n", WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType),
4029 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4031 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4032 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4034 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) + 1));
4036 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4037 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
4038 sd->u.s.blendWeights.dwStride,
4039 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4041 if(curVBO != sd->u.s.blendWeights.VBO) {
4042 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
4043 checkGLcall("glBindBufferARB");
4044 curVBO = sd->u.s.blendWeights.VBO;
4047 GL_EXTCALL(glWeightPointerARB)(
4048 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType),
4049 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
4050 sd->u.s.blendWeights.dwStride,
4051 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4053 checkGLcall("glWeightPointerARB");
4055 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
4056 static BOOL warned;
4057 if (!warned)
4059 FIXME("blendMatrixIndices support\n");
4060 warned = TRUE;
4063 } else {
4064 /* TODO: support blends in drawStridedSlow
4065 * No need to write a FIXME here, this is done after the general vertex decl decoding
4067 WARN("unsupported blending in openGl\n");
4069 } else {
4070 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4071 static const GLbyte one = 1;
4072 GL_EXTCALL(glWeightbvARB(1, &one));
4073 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4077 /* Point Size ----------------------------------------------*/
4078 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
4080 /* no such functionality in the fixed function GL pipeline */
4081 TRACE("Cannot change ptSize here in openGl\n");
4082 /* TODO: Implement this function in using shaders if they are available */
4086 /* Vertex Pointers -----------------------------------------*/
4087 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
4088 /* Note dwType == float3 or float4 == 2 or 3 */
4089 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
4090 sd->u.s.position.dwStride,
4091 sd->u.s.position.dwType + 1,
4092 sd->u.s.position.lpData));
4094 if(curVBO != sd->u.s.position.VBO) {
4095 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
4096 checkGLcall("glBindBufferARB");
4097 curVBO = sd->u.s.position.VBO;
4100 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4101 handling for rhw mode should not impact screen position whereas in GL it does.
4102 This may result in very slightly distorted textures in rhw mode.
4103 There's always the other option of fixing the view matrix to
4104 prevent w from having any effect.
4106 This only applies to user pointer sources, in VBOs the vertices are fixed up
4108 if(sd->u.s.position.VBO == 0) {
4109 glVertexPointer(3 /* min(WINED3D_ATR_FORMAT(sd->u.s.position.dwType),3) */,
4110 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4111 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4112 } else {
4113 glVertexPointer(
4114 WINED3D_ATR_FORMAT(sd->u.s.position.dwType),
4115 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4116 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4118 checkGLcall("glVertexPointer(...)");
4119 glEnableClientState(GL_VERTEX_ARRAY);
4120 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4123 /* Normals -------------------------------------------------*/
4124 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
4125 /* Note dwType == float3 or float4 == 2 or 3 */
4126 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
4127 sd->u.s.normal.dwStride,
4128 sd->u.s.normal.lpData));
4129 if(curVBO != sd->u.s.normal.VBO) {
4130 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
4131 checkGLcall("glBindBufferARB");
4132 curVBO = sd->u.s.normal.VBO;
4134 glNormalPointer(
4135 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
4136 sd->u.s.normal.dwStride,
4137 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
4138 checkGLcall("glNormalPointer(...)");
4139 glEnableClientState(GL_NORMAL_ARRAY);
4140 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4142 } else {
4143 glNormal3f(0, 0, 0);
4144 checkGLcall("glNormal3f(0, 0, 0)");
4147 /* Diffuse Colour --------------------------------------------*/
4148 /* WARNING: Data here MUST be in RGBA format, so cannot */
4149 /* go directly into fast mode from app pgm, because */
4150 /* directx requires data in BGRA format. */
4151 /* currently fixupVertices swizzles the format, but this isn't*/
4152 /* very practical when using VBOs */
4153 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4154 /* , or the user doesn't care and wants the speed advantage */
4156 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
4157 /* Note dwType == float3 or float4 == 2 or 3 */
4158 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4159 sd->u.s.diffuse.dwStride,
4160 sd->u.s.diffuse.lpData));
4162 if(curVBO != sd->u.s.diffuse.VBO) {
4163 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
4164 checkGLcall("glBindBufferARB");
4165 curVBO = sd->u.s.diffuse.VBO;
4168 glColorPointer(WINED3D_ATR_FORMAT(sd->u.s.diffuse.dwType),
4169 WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
4170 sd->u.s.diffuse.dwStride,
4171 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
4172 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4173 glEnableClientState(GL_COLOR_ARRAY);
4174 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4176 } else {
4177 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4178 checkGLcall("glColor4f(1, 1, 1, 1)");
4181 /* Specular Colour ------------------------------------------*/
4182 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
4183 TRACE("setting specular colour\n");
4184 /* Note dwType == float3 or float4 == 2 or 3 */
4185 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4186 sd->u.s.specular.dwStride,
4187 sd->u.s.specular.lpData));
4188 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4189 if(curVBO != sd->u.s.specular.VBO) {
4190 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
4191 checkGLcall("glBindBufferARB");
4192 curVBO = sd->u.s.specular.VBO;
4194 GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_FORMAT(sd->u.s.specular.dwType),
4195 WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
4196 sd->u.s.specular.dwStride,
4197 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
4198 checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4199 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4200 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4201 } else {
4203 /* Missing specular color is not critical, no warnings */
4204 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4207 } else {
4208 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4209 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4210 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4211 } else {
4213 /* Missing specular color is not critical, no warnings */
4214 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4218 /* Texture coords -------------------------------------------*/
4219 loadTexCoords(stateblock, sd, &curVBO);
4222 static inline void drawPrimitiveTraceDataLocations(const WineDirect3DVertexStridedData *dataLocations)
4224 /* Dump out what parts we have supplied */
4225 TRACE("Strided Data:\n");
4226 TRACE_STRIDED((dataLocations), position);
4227 TRACE_STRIDED((dataLocations), blendWeights);
4228 TRACE_STRIDED((dataLocations), blendMatrixIndices);
4229 TRACE_STRIDED((dataLocations), normal);
4230 TRACE_STRIDED((dataLocations), pSize);
4231 TRACE_STRIDED((dataLocations), diffuse);
4232 TRACE_STRIDED((dataLocations), specular);
4233 TRACE_STRIDED((dataLocations), texCoords[0]);
4234 TRACE_STRIDED((dataLocations), texCoords[1]);
4235 TRACE_STRIDED((dataLocations), texCoords[2]);
4236 TRACE_STRIDED((dataLocations), texCoords[3]);
4237 TRACE_STRIDED((dataLocations), texCoords[4]);
4238 TRACE_STRIDED((dataLocations), texCoords[5]);
4239 TRACE_STRIDED((dataLocations), texCoords[6]);
4240 TRACE_STRIDED((dataLocations), texCoords[7]);
4241 TRACE_STRIDED((dataLocations), position2);
4242 TRACE_STRIDED((dataLocations), normal2);
4243 TRACE_STRIDED((dataLocations), tangent);
4244 TRACE_STRIDED((dataLocations), binormal);
4245 TRACE_STRIDED((dataLocations), tessFactor);
4246 TRACE_STRIDED((dataLocations), fog);
4247 TRACE_STRIDED((dataLocations), depth);
4248 TRACE_STRIDED((dataLocations), sample);
4250 return;
4253 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4254 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4255 BOOL fixup = FALSE;
4256 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
4257 BOOL useVertexShaderFunction;
4258 BOOL load_numbered = FALSE;
4259 BOOL load_named = FALSE;
4261 useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
4263 if(device->up_strided) {
4264 /* Note: this is a ddraw fixed-function code path */
4265 TRACE("================ Strided Input ===================\n");
4266 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
4268 if(TRACE_ON(d3d)) {
4269 drawPrimitiveTraceDataLocations(dataLocations);
4271 } else {
4272 /* Note: This is a fixed function or shader codepath.
4273 * This means it must handle both types of strided data.
4274 * Shaders must go through here to zero the strided data, even if they
4275 * don't set any declaration at all
4277 TRACE("================ Vertex Declaration ===================\n");
4278 memset(dataLocations, 0, sizeof(*dataLocations));
4279 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
4280 useVertexShaderFunction, dataLocations, &fixup);
4283 if (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
4285 if(useVertexShaderFunction) {
4286 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4287 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4288 device->useDrawStridedSlow = TRUE;
4289 } else {
4290 load_numbered = TRUE;
4291 device->useDrawStridedSlow = FALSE;
4293 } else if (fixup || (!dataLocations->u.s.pSize.lpData
4294 && !dataLocations->position_transformed
4295 && (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA)
4296 || (!dataLocations->u.s.diffuse.lpData
4297 && !dataLocations->u.s.specular.lpData))))
4299 /* Load the vertex data using named arrays */
4300 load_named = TRUE;
4301 device->useDrawStridedSlow = FALSE;
4302 } else {
4303 TRACE("Not loading vertex data\n");
4304 device->useDrawStridedSlow = TRUE;
4307 if (context->numberedArraysLoaded && !load_numbered)
4309 unloadNumberedArrays(stateblock, context);
4310 context->numberedArraysLoaded = FALSE;
4311 context->numbered_array_mask = 0;
4313 else if (context->namedArraysLoaded)
4315 unloadVertexData(stateblock);
4316 context->namedArraysLoaded = FALSE;
4319 if (load_numbered)
4321 TRACE("Loading numbered arrays\n");
4322 loadNumberedArrays(stateblock, dataLocations, context);
4323 context->numberedArraysLoaded = TRUE;
4325 else if (load_named)
4327 TRACE("Loading vertex data\n");
4328 loadVertexData(stateblock, dataLocations);
4329 context->namedArraysLoaded = TRUE;
4332 /* Generate some fixme's if unsupported functionality is being used */
4333 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
4334 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
4335 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
4336 FIXME("Tweening is only valid with vertex shaders\n");
4338 if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
4339 FIXME("Binormal bump mapping is only valid with vertex shaders\n");
4341 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
4342 FIXME("Extended attributes are only valid with vertex shaders\n");
4344 #undef BUFFER_OR_DATA
4347 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4348 BOOL updateFog = FALSE;
4349 BOOL useVertexShaderFunction = use_vs(stateblock);
4350 BOOL usePixelShaderFunction = use_ps(stateblock);
4351 BOOL transformed;
4352 /* Some stuff is in the device until we have per context tracking */
4353 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4354 BOOL wasrhw = context->last_was_rhw;
4356 transformed = device->strided_streams.position_transformed;
4357 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4358 updateFog = TRUE;
4361 /* Reapply lighting if it is not scheduled for reapplication already */
4362 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4363 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4366 if (transformed) {
4367 context->last_was_rhw = TRUE;
4368 } else {
4370 /* Untransformed, so relies on the view and projection matrices */
4371 context->last_was_rhw = FALSE;
4372 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4373 device->untransformed = TRUE;
4375 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4376 * Not needed as long as only hw shaders are supported
4379 /* This sets the shader output position correction constants.
4380 * TODO: Move to the viewport state
4382 if (useVertexShaderFunction) {
4383 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4384 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4388 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4389 * off this function will be called again anyway to make sure they're properly set
4391 if(!useVertexShaderFunction) {
4392 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4393 * or transformed / untransformed was switched
4395 if(wasrhw != context->last_was_rhw &&
4396 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4397 !isStateDirty(context, STATE_VIEWPORT)) {
4398 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4400 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4401 * mode.
4403 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4404 * this check will fail and the matrix not applied again. This is OK because a simple
4405 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4406 * needs of the vertex declaration.
4408 * World and view matrix go into the same gl matrix, so only apply them when neither is
4409 * dirty
4411 if(transformed != wasrhw &&
4412 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4413 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4414 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4417 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4418 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4421 if(context->last_was_vshader) {
4422 updateFog = TRUE;
4423 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4424 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4427 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4428 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4430 } else {
4431 if(!context->last_was_vshader) {
4432 int i;
4433 static BOOL warned = FALSE;
4434 /* Disable all clip planes to get defined results on all drivers. See comment in the
4435 * state_clipping state handler
4437 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4438 glDisable(GL_CLIP_PLANE0 + i);
4439 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4442 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4443 FIXME("Clipping not supported with vertex shaders\n");
4444 warned = TRUE;
4446 if(wasrhw) {
4447 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4448 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4449 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4450 * fixed function vertex processing states back in a sane state before switching to shaders
4452 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4453 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4455 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4456 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4459 updateFog = TRUE;
4463 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4464 * application
4466 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4467 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4469 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4470 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4474 context->last_was_vshader = useVertexShaderFunction;
4476 if(updateFog) {
4477 device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4479 if(!useVertexShaderFunction) {
4480 int i;
4481 for(i = 0; i < MAX_TEXTURES; i++) {
4482 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4483 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4489 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4490 UINT width, height;
4491 IWineD3DSurfaceImpl *target;
4493 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4494 checkGLcall("glDepthRange");
4495 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4497 if(stateblock->wineD3DDevice->render_offscreen) {
4498 glViewport(stateblock->viewport.X,
4499 stateblock->viewport.Y,
4500 stateblock->viewport.Width, stateblock->viewport.Height);
4501 } else {
4502 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4503 target->get_drawable_size(target, &width, &height);
4505 glViewport(stateblock->viewport.X,
4506 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4507 stateblock->viewport.Width, stateblock->viewport.Height);
4510 checkGLcall("glViewport");
4513 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4514 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4515 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4516 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4517 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4519 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4520 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4524 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4525 UINT Index = state - STATE_ACTIVELIGHT(0);
4526 const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4528 if(!lightInfo) {
4529 glDisable(GL_LIGHT0 + Index);
4530 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4531 } else {
4532 float quad_att;
4533 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4535 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4536 glMatrixMode(GL_MODELVIEW);
4537 glPushMatrix();
4538 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4540 /* Diffuse: */
4541 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4542 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4543 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4544 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4545 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4546 checkGLcall("glLightfv");
4548 /* Specular */
4549 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4550 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4551 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4552 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4553 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4554 checkGLcall("glLightfv");
4556 /* Ambient */
4557 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4558 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4559 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4560 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4561 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4562 checkGLcall("glLightfv");
4564 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4565 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4566 } else {
4567 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
4570 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4571 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4572 * Attenuation0 to NaN and crashes in the gl lib
4575 switch (lightInfo->OriginalParms.Type) {
4576 case WINED3DLIGHT_POINT:
4577 /* Position */
4578 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4579 checkGLcall("glLightfv");
4580 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4581 checkGLcall("glLightf");
4582 /* Attenuation - Are these right? guessing... */
4583 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4584 checkGLcall("glLightf");
4585 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4586 checkGLcall("glLightf");
4587 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4588 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4589 checkGLcall("glLightf");
4590 /* FIXME: Range */
4591 break;
4593 case WINED3DLIGHT_SPOT:
4594 /* Position */
4595 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4596 checkGLcall("glLightfv");
4597 /* Direction */
4598 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4599 checkGLcall("glLightfv");
4600 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4601 checkGLcall("glLightf");
4602 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4603 checkGLcall("glLightf");
4604 /* Attenuation - Are these right? guessing... */
4605 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4606 checkGLcall("glLightf");
4607 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4608 checkGLcall("glLightf");
4609 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4610 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4611 checkGLcall("glLightf");
4612 /* FIXME: Range */
4613 break;
4615 case WINED3DLIGHT_DIRECTIONAL:
4616 /* Direction */
4617 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4618 checkGLcall("glLightfv");
4619 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4620 checkGLcall("glLightf");
4621 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4622 checkGLcall("glLightf");
4623 break;
4625 default:
4626 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4629 /* Restore the modelview matrix */
4630 glPopMatrix();
4632 glEnable(GL_LIGHT0 + Index);
4633 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4636 return;
4639 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4640 RECT *pRect = &stateblock->scissorRect;
4641 UINT height;
4642 UINT width;
4643 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4645 target->get_drawable_size(target, &width, &height);
4646 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4647 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4649 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4650 pRect->right - pRect->left, pRect->bottom - pRect->top);
4652 if (stateblock->wineD3DDevice->render_offscreen) {
4653 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4654 } else {
4655 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4657 checkGLcall("glScissor");
4660 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4661 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4662 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4663 } else {
4664 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
4665 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
4669 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4670 if(stateblock->wineD3DDevice->render_offscreen) {
4671 glFrontFace(GL_CCW);
4672 checkGLcall("glFrontFace(GL_CCW)");
4673 } else {
4674 glFrontFace(GL_CW);
4675 checkGLcall("glFrontFace(GL_CW)");
4679 const struct StateEntryTemplate misc_state_template[] = {
4680 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4681 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4682 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4683 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4684 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4685 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4686 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4687 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4688 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4689 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4690 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, 0 },
4691 { STATE_VDECL, { STATE_VDECL, streamsrc }, 0 },
4692 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, 0 },
4693 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, 0 },
4694 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4695 * vshader loadings are untied from each other
4697 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4698 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4699 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4700 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4701 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4702 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4703 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4704 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4705 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4706 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4707 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4708 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4709 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4710 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4711 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4712 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4713 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4714 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4715 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4716 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4717 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4718 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4719 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4720 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4721 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4722 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4723 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4724 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4725 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4726 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4727 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4728 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4729 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4730 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4731 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4732 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4733 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4734 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4735 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4736 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4737 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4738 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4739 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4740 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4741 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4742 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4743 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4744 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4745 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4746 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4748 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, 0 },
4749 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4750 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, 0 },
4751 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, 0 },
4752 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, 0 },
4753 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, 0 },
4754 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, 0 },
4755 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, 0 },
4756 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, 0 },
4757 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, 0 },
4758 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, 0 },
4759 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, 0 },
4760 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, 0 },
4761 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, 0 },
4762 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4763 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4764 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4765 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4766 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, 0 },
4767 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, 0 },
4768 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, 0 },
4769 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, 0 },
4770 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, 0 },
4771 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, 0 },
4772 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, 0 },
4773 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, 0 },
4774 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, 0 },
4775 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, 0 },
4776 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, 0 },
4777 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, 0 },
4778 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0 },
4779 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4780 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4781 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4782 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4783 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4784 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4785 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4786 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4787 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, 0 },
4788 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4789 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4790 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4791 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4792 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4793 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4794 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4795 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4796 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4797 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4798 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4799 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4800 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4801 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4802 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4803 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4804 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4805 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4806 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4807 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4808 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4809 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, 0 },
4810 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, 0 },
4811 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, 0 },
4812 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, 0 },
4813 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, 0 },
4814 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, 0 },
4815 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4816 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4817 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4818 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4819 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4820 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4821 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4822 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4823 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, 0 },
4824 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, 0 },
4825 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4826 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4827 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, 0 },
4828 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, 0 },
4829 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4830 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4831 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4832 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4833 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4834 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, 0 },
4835 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4836 /* Samplers */
4837 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, 0 },
4838 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, 0 },
4839 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, 0 },
4840 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, 0 },
4841 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, 0 },
4842 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, 0 },
4843 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, 0 },
4844 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, 0 },
4845 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, 0 },
4846 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, 0 },
4847 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, 0 },
4848 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, 0 },
4849 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, 0 },
4850 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, 0 },
4851 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, 0 },
4852 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, 0 },
4853 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, 0 },
4854 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, 0 },
4855 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, 0 },
4856 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, 0 },
4857 {0 /* Terminate */, { 0, 0 }, 0 },
4860 const struct StateEntryTemplate ffp_vertexstate_template[] = {
4861 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, 0 },
4862 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, 0 },
4863 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4864 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4865 /* Clip planes */
4866 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, 0 },
4867 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, 0 },
4868 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, 0 },
4869 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, 0 },
4870 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, 0 },
4871 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, 0 },
4872 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, 0 },
4873 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, 0 },
4874 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, 0 },
4875 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, 0 },
4876 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, 0 },
4877 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, 0 },
4878 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, 0 },
4879 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, 0 },
4880 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, 0 },
4881 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, 0 },
4882 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, 0 },
4883 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, 0 },
4884 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, 0 },
4885 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, 0 },
4886 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, 0 },
4887 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, 0 },
4888 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, 0 },
4889 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, 0 },
4890 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, 0 },
4891 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, 0 },
4892 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, 0 },
4893 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, 0 },
4894 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, 0 },
4895 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, 0 },
4896 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, 0 },
4897 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, 0 },
4898 /* Lights */
4899 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, 0 },
4900 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, 0 },
4901 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, 0 },
4902 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, 0 },
4903 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, 0 },
4904 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, 0 },
4905 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, 0 },
4906 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, 0 },
4907 /* Viewport */
4908 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, 0 },
4909 /* Transform states follow */
4910 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 },
4911 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 },
4912 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4913 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4914 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4915 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4916 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4917 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4918 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4919 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4920 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 },
4921 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, 0 },
4922 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, 0 },
4923 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, 0 },
4924 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, 0 },
4925 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, 0 },
4926 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, 0 },
4927 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, 0 },
4928 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, 0 },
4929 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, 0 },
4930 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, 0 },
4931 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, 0 },
4932 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, 0 },
4933 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, 0 },
4934 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, 0 },
4935 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, 0 },
4936 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, 0 },
4937 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, 0 },
4938 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, 0 },
4939 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, 0 },
4940 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, 0 },
4941 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, 0 },
4942 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, 0 },
4943 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, 0 },
4944 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, 0 },
4945 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, 0 },
4946 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, 0 },
4947 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, 0 },
4948 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, 0 },
4949 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, 0 },
4950 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, 0 },
4951 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, 0 },
4952 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, 0 },
4953 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, 0 },
4954 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, 0 },
4955 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, 0 },
4956 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, 0 },
4957 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, 0 },
4958 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, 0 },
4959 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, 0 },
4960 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, 0 },
4961 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, 0 },
4962 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, 0 },
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5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, 0 },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, 0 },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, 0 },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, 0 },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, 0 },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, 0 },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, 0 },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, 0 },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, 0 },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, 0 },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, 0 },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, 0 },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, 0 },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, 0 },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, 0 },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, 0 },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, 0 },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, 0 },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, 0 },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, 0 },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, 0 },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, 0 },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, 0 },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, 0 },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, 0 },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, 0 },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, 0 },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, 0 },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, 0 },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, 0 },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, 0 },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, 0 },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, 0 },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, 0 },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, 0 },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, 0 },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, 0 },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, 0 },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, 0 },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, 0 },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, 0 },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, 0 },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, 0 },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, 0 },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, 0 },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, 0 },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, 0 },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, 0 },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, 0 },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, 0 },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, 0 },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, 0 },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, 0 },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, 0 },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, 0 },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, 0 },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, 0 },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, 0 },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, 0 },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, 0 },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, 0 },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, 0 },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, 0 },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, 0 },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, 0 },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, 0 },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, 0 },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, 0 },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, 0 },
5176 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5177 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5178 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5179 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5180 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5181 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5182 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5183 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5184 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5185 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5186 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5187 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5188 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5189 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5190 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5191 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5192 /* Fog */
5193 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, 0 },
5194 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, 0 },
5195 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, 0 },
5196 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5197 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, 0 },
5198 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5199 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5200 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, 0 },
5201 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, 0 },
5202 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5203 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, 0 },
5204 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, 0 },
5205 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5206 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5207 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5208 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5209 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5210 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, 0 },
5211 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5212 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5213 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5214 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5215 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5216 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, 0 },
5217 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5218 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5219 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5220 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5221 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5222 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5223 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5224 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5225 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5226 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5228 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5229 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5230 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, 0 },
5231 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5232 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5233 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, 0 },
5234 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5235 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5236 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, 0 },
5237 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5238 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5239 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, 0 },
5240 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5241 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5242 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, 0 },
5243 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5244 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5245 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, 0 },
5246 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5247 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5248 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, 0 },
5249 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5250 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5251 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, 0 },
5252 {0 /* Terminate */, { 0, 0 }, 0 },
5255 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5256 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5257 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5258 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5259 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5260 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5261 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5262 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5263 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5264 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5265 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5266 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5267 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5268 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5269 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5270 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5271 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5272 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5273 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5274 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5275 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5276 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5277 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5278 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5279 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5280 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5281 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5282 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5283 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5284 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5285 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5286 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5287 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5288 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5289 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5290 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5291 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5292 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5293 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5294 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5295 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5296 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5297 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5298 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5299 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5300 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5301 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5302 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5303 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5304 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5305 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5306 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5307 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5308 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5309 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5310 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5311 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5312 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5313 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5314 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5315 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5316 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5317 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5318 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5319 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5320 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5321 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5322 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5323 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5324 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5325 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5326 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5327 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5328 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5329 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5330 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5331 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5332 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5333 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5334 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5335 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5336 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5337 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5338 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, 0 },
5339 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, 0 },
5340 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
5341 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
5342 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
5343 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
5344 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
5345 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
5346 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
5347 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
5348 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
5349 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
5350 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
5351 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
5352 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
5353 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
5354 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
5355 {0 /* Terminate */, { 0, 0 }, 0 },
5357 #undef GLINFO_LOCATION
5359 #define GLINFO_LOCATION (*gl_info)
5360 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5362 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
5364 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5365 WINED3DTEXOPCAPS_ADDSIGNED |
5366 WINED3DTEXOPCAPS_ADDSIGNED2X |
5367 WINED3DTEXOPCAPS_MODULATE |
5368 WINED3DTEXOPCAPS_MODULATE2X |
5369 WINED3DTEXOPCAPS_MODULATE4X |
5370 WINED3DTEXOPCAPS_SELECTARG1 |
5371 WINED3DTEXOPCAPS_SELECTARG2 |
5372 WINED3DTEXOPCAPS_DISABLE;
5374 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5375 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5376 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5377 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5378 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5379 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5380 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5381 WINED3DTEXOPCAPS_LERP |
5382 WINED3DTEXOPCAPS_SUBTRACT;
5384 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5385 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5386 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5387 WINED3DTEXOPCAPS_MULTIPLYADD |
5388 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5389 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5390 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5392 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5393 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5395 pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
5396 pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5399 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5400 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5401 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5403 if (TRACE_ON(d3d))
5405 TRACE("Checking support for fixup:\n");
5406 dump_color_fixup_desc(fixup);
5409 /* We only support identity conversions. */
5410 if (is_identity_fixup(fixup))
5412 TRACE("[OK]\n");
5413 return TRUE;
5416 TRACE("[FAILED]\n");
5417 return FALSE;
5420 const struct fragment_pipeline ffp_fragment_pipeline = {
5421 ffp_enable,
5422 ffp_fragment_get_caps,
5423 ffp_fragment_alloc,
5424 ffp_fragment_free,
5425 ffp_color_fixup_supported,
5426 ffp_fragmentstate_template,
5427 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5430 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5432 unsigned int i;
5433 for(i = 0; funcs[i]; i++);
5434 return i;
5437 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5438 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5439 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5442 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5443 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5444 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5445 stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5448 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5449 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
5450 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5452 unsigned int i, type, handlers;
5453 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5454 const struct StateEntryTemplate *cur;
5455 BOOL set[STATE_HIGHEST + 1];
5457 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5459 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5460 StateTable[i].representative = 0;
5461 StateTable[i].apply = state_undefined;
5464 for(type = 0; type < 3; type++) {
5465 /* This switch decides the order in which the states are applied */
5466 switch(type) {
5467 case 0: cur = misc; break;
5468 case 1: cur = fragment->states; break;
5469 case 2: cur = vertex; break;
5470 default: cur = NULL; /* Stupid compiler */
5472 if(!cur) continue;
5474 /* GL extension filtering should not prevent multiple handlers being applied from different
5475 * pipeline parts
5477 memset(set, 0, sizeof(set));
5479 for(i = 0; cur[i].state; i++) {
5480 APPLYSTATEFUNC *funcs_array;
5482 /* Only use the first matching state with the available extension from one template.
5483 * e.g.
5484 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5485 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5487 * if GL_XYZ_fancy is supported, ignore the 2nd line
5489 if(set[cur[i].state]) continue;
5490 /* Skip state lines depending on unsupported extensions */
5491 if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
5492 set[cur[i].state] = TRUE;
5493 /* In some cases having an extension means that nothing has to be
5494 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5495 * supported, the texture coordinate fixup can be ignored. If the
5496 * apply function is used, mark the state set(done above) to prevent
5497 * applying later lines, but do not record anything in the state
5498 * table
5500 if(!cur[i].content.apply) continue;
5502 handlers = num_handlers(multistate_funcs[cur[i].state]);
5503 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5504 switch(handlers) {
5505 case 0:
5506 StateTable[cur[i].state].apply = cur[i].content.apply;
5507 break;
5508 case 1:
5509 StateTable[cur[i].state].apply = multistate_apply_2;
5510 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5512 sizeof(**dev_multistate_funcs) * 2);
5513 if (!dev_multistate_funcs[cur[i].state]) {
5514 goto out_of_mem;
5517 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5518 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5519 break;
5520 case 2:
5521 StateTable[cur[i].state].apply = multistate_apply_3;
5522 funcs_array = HeapReAlloc(GetProcessHeap(),
5524 dev_multistate_funcs[cur[i].state],
5525 sizeof(**dev_multistate_funcs) * 3);
5526 if (!funcs_array) {
5527 goto out_of_mem;
5530 dev_multistate_funcs[cur[i].state] = funcs_array;
5531 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5532 break;
5533 default:
5534 ERR("Unexpected amount of state handlers for state %u: %u\n",
5535 cur[i].state, handlers + 1);
5538 if(StateTable[cur[i].state].representative &&
5539 StateTable[cur[i].state].representative != cur[i].content.representative) {
5540 FIXME("State %u has different representatives in different pipeline parts\n",
5541 cur[i].state);
5543 StateTable[cur[i].state].representative = cur[i].content.representative;
5547 return WINED3D_OK;
5549 out_of_mem:
5550 for (i = 0; i <= STATE_HIGHEST; ++i) {
5551 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5554 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5556 return E_OUTOFMEMORY;
5558 #undef GLINFO_LOCATION