push eb25bf65c4616aa55a810ed5c29198b1a080b208
[wine/hacks.git] / dlls / wined3d / state.c
blobc8f252f563f0e3b3687c37ca6029711859126f4d
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 != WINED3D_UNMAPPED_STAGE)
2857 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2858 FIXME("Attempt to enable unsupported stage!\n");
2859 return;
2861 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2862 checkGLcall("glActiveTextureARB");
2865 if(stage >= stateblock->lowest_disabled_stage) {
2866 TRACE("Stage disabled\n");
2867 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2869 /* Disable everything here */
2870 glDisable(GL_TEXTURE_2D);
2871 checkGLcall("glDisable(GL_TEXTURE_2D)");
2872 glDisable(GL_TEXTURE_3D);
2873 checkGLcall("glDisable(GL_TEXTURE_3D)");
2874 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2875 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2876 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2878 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2879 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2880 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2883 /* All done */
2884 return;
2887 /* The sampler will also activate the correct texture dimensions, so no need to do it here
2888 * if the sampler for this stage is dirty
2890 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
2891 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
2894 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2895 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2896 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2897 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2898 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2901 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2902 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2903 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2904 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2905 DWORD op, arg1, arg2, arg0;
2907 TRACE("Setting alpha op for stage %d\n", stage);
2908 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2909 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2911 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2912 FIXME("Attempt to enable unsupported stage!\n");
2913 return;
2915 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2916 checkGLcall("glActiveTextureARB");
2919 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2920 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2921 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
2922 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
2924 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
2926 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
2928 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2930 IWineD3DSurfaceImpl *surf;
2932 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2934 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT
2935 && getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000)
2937 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
2938 * properly. On the other hand applications can still use texture combiners apparently. This code
2939 * takes care that apps cannot remove the texture's alpha channel entirely.
2941 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
2942 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
2943 * and alpha component of diffuse color to draw things like translucent text and perform other
2944 * blending effects.
2946 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
2947 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
2948 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
2949 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
2950 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
2951 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
2952 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
2953 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
2954 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
2955 * alpha.
2957 * What to do with multitexturing? So far no app has been found that uses color keying with
2958 * multitexturing */
2959 if (op == WINED3DTOP_DISABLE)
2961 arg1 = WINED3DTA_TEXTURE;
2962 op = WINED3DTOP_SELECTARG1;
2964 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
2966 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2968 arg2 = WINED3DTA_TEXTURE;
2969 op = WINED3DTOP_MODULATE;
2971 else arg1 = WINED3DTA_TEXTURE;
2973 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
2975 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2977 arg1 = WINED3DTA_TEXTURE;
2978 op = WINED3DTOP_MODULATE;
2980 else arg2 = WINED3DTA_TEXTURE;
2986 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
2987 * this if block here, and the other code(color keying, texture unit selection) are the same
2989 TRACE("Setting alpha op for stage %d\n", stage);
2990 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2991 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2992 op, arg1, arg2, arg0,
2993 mapped_stage,
2994 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
2995 } else {
2996 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2997 op, arg1, arg2, arg0);
3001 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3002 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3003 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3004 BOOL generated;
3005 int coordIdx;
3007 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3008 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3010 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3011 return;
3014 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3016 if(mapped_stage >= GL_LIMITS(textures)) {
3017 return;
3019 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3020 checkGLcall("glActiveTextureARB");
3021 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3022 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3024 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3025 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3026 generated,
3027 context->last_was_rhw,
3028 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwStride ?
3029 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwType:
3030 WINED3DDECLTYPE_UNUSED,
3031 stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3033 /* The sampler applying function calls us if this changes */
3034 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3036 if(generated) {
3037 FIXME("Non-power2 texture being used with generated texture coords\n");
3039 TRACE("Non power two matrix multiply fixup\n");
3040 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3044 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3045 int texture_idx;
3047 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3048 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3049 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3053 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd, GLuint *curVBO)
3055 const UINT *offset = stateblock->streamOffset;
3056 unsigned int mapped_stage = 0;
3057 unsigned int textureNo = 0;
3059 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3060 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3062 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3063 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3065 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
3066 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3067 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
3069 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
3070 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
3071 checkGLcall("glBindBufferARB");
3072 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
3075 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3076 checkGLcall("glClientActiveTextureARB");
3078 /* The coords to supply depend completely on the fvf / vertex shader */
3079 glTexCoordPointer(
3080 WINED3D_ATR_FORMAT(sd->u.s.texCoords[coordIdx].dwType),
3081 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
3082 sd->u.s.texCoords[coordIdx].dwStride,
3083 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
3084 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3085 } else {
3086 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3089 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3090 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3091 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3092 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3096 checkGLcall("loadTexCoords");
3099 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3100 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3101 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3102 static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3103 static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3104 static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3105 static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3107 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3109 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3110 return;
3113 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3114 return;
3116 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3117 checkGLcall("glActiveTextureARB");
3119 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3121 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3122 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3123 * means use the vertex position (camera-space) as the input texture coordinates
3124 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3125 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3126 * to the TEXCOORDINDEX value
3130 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
3132 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
3133 case WINED3DTSS_TCI_PASSTHRU:
3134 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
3135 glDisable(GL_TEXTURE_GEN_S);
3136 glDisable(GL_TEXTURE_GEN_T);
3137 glDisable(GL_TEXTURE_GEN_R);
3138 glDisable(GL_TEXTURE_GEN_Q);
3139 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
3140 break;
3142 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3143 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3144 * as the input texture coordinates for this stage's texture transformation. This
3145 * equates roughly to EYE_LINEAR
3148 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
3150 glMatrixMode(GL_MODELVIEW);
3151 glPushMatrix();
3152 glLoadIdentity();
3153 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3154 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3155 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3156 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3157 glPopMatrix();
3159 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
3160 glEnable(GL_TEXTURE_GEN_S);
3161 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3162 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3163 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3164 glEnable(GL_TEXTURE_GEN_T);
3165 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3166 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3167 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3168 glEnable(GL_TEXTURE_GEN_R);
3169 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3170 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3171 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3173 break;
3175 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3177 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3178 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
3180 glMatrixMode(GL_MODELVIEW);
3181 glPushMatrix();
3182 glLoadIdentity();
3183 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3184 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3185 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3186 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3187 glPopMatrix();
3189 glEnable(GL_TEXTURE_GEN_S);
3190 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3191 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3192 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3193 glEnable(GL_TEXTURE_GEN_T);
3194 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3195 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3196 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3197 glEnable(GL_TEXTURE_GEN_R);
3198 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3199 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3200 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3203 break;
3205 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3207 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3208 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
3210 glMatrixMode(GL_MODELVIEW);
3211 glPushMatrix();
3212 glLoadIdentity();
3213 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3214 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3215 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3216 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3217 glPopMatrix();
3219 glEnable(GL_TEXTURE_GEN_S);
3220 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3221 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3222 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3223 glEnable(GL_TEXTURE_GEN_T);
3224 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3225 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3226 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3227 glEnable(GL_TEXTURE_GEN_R);
3228 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3229 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3230 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3233 break;
3235 /* Unhandled types: */
3236 default:
3237 /* Todo: */
3238 /* ? disable GL_TEXTURE_GEN_n ? */
3239 glDisable(GL_TEXTURE_GEN_S);
3240 glDisable(GL_TEXTURE_GEN_T);
3241 glDisable(GL_TEXTURE_GEN_R);
3242 glDisable(GL_TEXTURE_GEN_Q);
3243 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3244 break;
3247 /* Update the texture matrix */
3248 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3249 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3252 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3253 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3254 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3255 * and do all the things linked to it
3256 * TODO: Tidy that up to reload only the arrays of the changed unit
3258 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
3260 unloadTexCoords(stateblock);
3261 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3265 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3266 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3268 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3269 * has an update pending
3271 if(isStateDirty(context, STATE_VDECL) ||
3272 isStateDirty(context, STATE_PIXELSHADER)) {
3273 return;
3276 device->shader_backend->shader_load_constants((IWineD3DDevice *)device, use_ps(stateblock), use_vs(stateblock));
3279 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3280 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3282 if(stateblock->pixelShader && stage != 0 &&
3283 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3284 /* The pixel shader has to know the luminance scale. Do a constants update if it
3285 * isn't scheduled anyway
3287 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3288 !isStateDirty(context, STATE_PIXELSHADER)) {
3289 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3294 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3295 BOOL texIsPow2 = FALSE;
3296 DWORD sampler = state - STATE_SAMPLER(0);
3297 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3299 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3301 if(!texture) return;
3302 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3303 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
3304 * scaling is reapplied or removed, the texture matrix has to be reapplied
3306 * The mapped stage is already active because the sampler() function below, which is part of the
3307 * misc pipeline
3309 if(sampler < MAX_TEXTURES) {
3310 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(texture);
3312 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3314 if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
3315 ((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
3316 texIsPow2 = TRUE;
3319 else if (texture_dimensions == GL_TEXTURE_CUBE_MAP_ARB)
3321 if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
3322 texIsPow2 = TRUE;
3326 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3328 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3329 else context->lastWasPow2Texture &= ~(1 << sampler);
3330 transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3335 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3336 DWORD sampler = state - STATE_SAMPLER(0);
3337 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3338 union {
3339 float f;
3340 DWORD d;
3341 } tmpvalue;
3343 TRACE("Sampler: %d\n", sampler);
3344 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3345 * only has to bind textures and set the per texture states
3348 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3350 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3351 return;
3354 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3355 return;
3357 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3358 checkGLcall("glActiveTextureARB");
3360 if(stateblock->textures[sampler]) {
3361 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3362 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3363 tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
3364 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3365 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3367 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3368 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3369 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3370 GL_TEXTURE_LOD_BIAS_EXT,
3371 tmpvalue.f);
3372 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3375 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3377 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3378 /* If color keying is enabled update the alpha test, it depends on the existence
3379 * of a color key in stage 0
3381 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3384 } else if(mapped_stage < GL_LIMITS(textures)) {
3385 if(sampler < stateblock->lowest_disabled_stage) {
3386 /* TODO: What should I do with pixel shaders here ??? */
3387 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3388 /* If color keying is enabled update the alpha test, it depends on the existence
3389 * of a color key in stage 0
3391 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3393 } /* Otherwise tex_colorop disables the stage */
3394 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3395 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3399 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3400 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3401 BOOL use_pshader = use_ps(stateblock);
3402 BOOL use_vshader = use_vs(stateblock);
3403 int i;
3405 if (use_pshader) {
3406 if(!context->last_was_pshader) {
3407 /* Former draw without a pixel shader, some samplers
3408 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3409 * make sure to enable them
3411 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3412 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3413 sampler(STATE_SAMPLER(i), stateblock, context);
3416 context->last_was_pshader = TRUE;
3417 } else {
3418 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3419 * if a different texture was bound. I don't have to do anything.
3422 } else {
3423 /* Disabled the pixel shader - color ops weren't applied
3424 * while it was enabled, so re-apply them.
3426 for(i=0; i < MAX_TEXTURES; i++) {
3427 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3428 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3429 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3432 context->last_was_pshader = FALSE;
3435 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3436 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3438 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3439 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3444 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3445 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3446 if(stateblock->pixelShader && stage != 0 &&
3447 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3448 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3449 * anyway
3451 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3452 !isStateDirty(context, STATE_PIXELSHADER)) {
3453 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3458 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3459 /* This function is called by transform_view below if the view matrix was changed too
3461 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3462 * does not always update the world matrix, only on a switch between transformed
3463 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3464 * draw, but that should be rather rare and cheaper in total.
3466 glMatrixMode(GL_MODELVIEW);
3467 checkGLcall("glMatrixMode");
3469 if(context->last_was_rhw) {
3470 glLoadIdentity();
3471 checkGLcall("glLoadIdentity()");
3472 } else {
3473 /* In the general case, the view matrix is the identity matrix */
3474 if (stateblock->wineD3DDevice->view_ident) {
3475 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3476 checkGLcall("glLoadMatrixf");
3477 } else {
3478 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3479 checkGLcall("glLoadMatrixf");
3480 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3481 checkGLcall("glMultMatrixf");
3486 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3487 UINT index = state - STATE_CLIPPLANE(0);
3489 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3490 return;
3493 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3494 glMatrixMode(GL_MODELVIEW);
3495 glPushMatrix();
3496 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3498 TRACE("Clipplane [%f,%f,%f,%f]\n",
3499 stateblock->clipplane[index][0],
3500 stateblock->clipplane[index][1],
3501 stateblock->clipplane[index][2],
3502 stateblock->clipplane[index][3]);
3503 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3504 checkGLcall("glClipPlane");
3506 glPopMatrix();
3509 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3510 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3511 GLenum glMat;
3512 TRACE("Setting world matrix %d\n", matrix);
3514 if(matrix >= GL_LIMITS(blends)) {
3515 WARN("Unsupported blend matrix set\n");
3516 return;
3517 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3518 return;
3521 /* GL_MODELVIEW0_ARB: 0x1700
3522 * GL_MODELVIEW1_ARB: 0x850a
3523 * GL_MODELVIEW2_ARB: 0x8722
3524 * GL_MODELVIEW3_ARB: 0x8723
3525 * etc
3526 * GL_MODELVIEW31_ARB: 0x873F
3528 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3529 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3531 glMatrixMode(glMat);
3532 checkGLcall("glMatrixMode(glMat)");
3534 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3535 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3537 if(stateblock->wineD3DDevice->view_ident) {
3538 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3539 checkGLcall("glLoadMatrixf");
3540 } else {
3541 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3542 checkGLcall("glLoadMatrixf");
3543 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3544 checkGLcall("glMultMatrixf");
3548 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3549 static BOOL once = FALSE;
3551 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3552 case WINED3DVBF_1WEIGHTS:
3553 case WINED3DVBF_2WEIGHTS:
3554 case WINED3DVBF_3WEIGHTS:
3555 if(!once) {
3556 once = TRUE;
3557 /* TODO: Implement vertex blending in drawStridedSlow */
3558 FIXME("Vertex blending enabled, but not supported by hardware\n");
3560 break;
3562 case WINED3DVBF_TWEENING:
3563 WARN("Tweening not supported yet\n");
3567 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3568 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3570 switch(val) {
3571 case WINED3DVBF_1WEIGHTS:
3572 case WINED3DVBF_2WEIGHTS:
3573 case WINED3DVBF_3WEIGHTS:
3574 glEnable(GL_VERTEX_BLEND_ARB);
3575 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3577 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3578 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3580 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3582 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3583 int i;
3584 for(i = 1; i < GL_LIMITS(blends); i++) {
3585 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3586 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3589 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3591 break;
3593 case WINED3DVBF_DISABLE:
3594 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3595 glDisable(GL_VERTEX_BLEND_ARB);
3596 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3597 break;
3599 case WINED3DVBF_TWEENING:
3600 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3601 * vertex weights in the vertices?
3602 * For now we don't report that as supported, so a warn should suffice
3604 WARN("Tweening not supported yet\n");
3605 break;
3609 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3610 unsigned int k;
3612 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3613 * NOTE: We have to reset the positions even if the light/plane is not currently
3614 * enabled, since the call to enable it will not reset the position.
3615 * NOTE2: Apparently texture transforms do NOT need reapplying
3618 const PLIGHTINFOEL *light = NULL;
3620 glMatrixMode(GL_MODELVIEW);
3621 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3622 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3623 checkGLcall("glLoadMatrixf(...)");
3625 /* Reset lights. TODO: Call light apply func */
3626 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3627 light = stateblock->activeLights[k];
3628 if(!light) continue;
3629 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3630 checkGLcall("glLightfv posn");
3631 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3632 checkGLcall("glLightfv dirn");
3635 /* Reset Clipping Planes */
3636 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3637 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3638 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3642 if(context->last_was_rhw) {
3643 glLoadIdentity();
3644 checkGLcall("glLoadIdentity()");
3645 /* No need to update the world matrix, the identity is fine */
3646 return;
3649 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3650 * No need to do it here if the state is scheduled for update.
3652 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3653 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3656 /* Avoid looping over a number of matrices if the app never used the functionality */
3657 if(stateblock->wineD3DDevice->vertexBlendUsed) {
3658 for(k = 1; k < GL_LIMITS(blends); k++) {
3659 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3660 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3666 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3667 glMatrixMode(GL_PROJECTION);
3668 checkGLcall("glMatrixMode(GL_PROJECTION)");
3669 glLoadIdentity();
3670 checkGLcall("glLoadIdentity");
3672 if(context->last_was_rhw) {
3673 double X, Y, height, width, minZ, maxZ;
3675 X = stateblock->viewport.X;
3676 Y = stateblock->viewport.Y;
3677 height = stateblock->viewport.Height;
3678 width = stateblock->viewport.Width;
3679 minZ = stateblock->viewport.MinZ;
3680 maxZ = stateblock->viewport.MaxZ;
3682 if(!stateblock->wineD3DDevice->untransformed) {
3683 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3684 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3685 * suppress depth clipping. This can be done because it is an orthogonal projection and
3686 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3687 * Persia 3D need this.
3689 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3690 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3691 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3692 * to the viewer.
3694 * Also note that this breaks z comparison against z values filled in with clear,
3695 * but no app depending on that and disabled clipping has been found yet. Comparing
3696 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3697 * surface removal.
3699 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3700 * but this would break Z buffer operation. Raising the range to something less than
3701 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3702 * problem either.
3704 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3705 if(stateblock->wineD3DDevice->render_offscreen) {
3706 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3707 } else {
3708 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3710 } else {
3711 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3712 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3713 * unmodified to opengl.
3715 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3716 * replacement shader.
3718 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3719 if(stateblock->wineD3DDevice->render_offscreen) {
3720 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3721 } else {
3722 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3725 checkGLcall("glOrtho");
3727 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3728 glTranslatef(0.5, 0.5, 0);
3729 checkGLcall("glTranslatef(0.5, 0.5, 0)");
3730 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3731 * render everything upside down when rendering offscreen. */
3732 if (stateblock->wineD3DDevice->render_offscreen) {
3733 glScalef(1.0, -1.0, 1.0);
3734 checkGLcall("glScalef");
3736 } else {
3737 /* The rule is that the window coordinate 0 does not correspond to the
3738 beginning of the first pixel, but the center of the first pixel.
3739 As a consequence if you want to correctly draw one line exactly from
3740 the left to the right end of the viewport (with all matrices set to
3741 be identity), the x coords of both ends of the line would be not
3742 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3743 instead.
3745 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3746 divide by the Width/Height, so we need the half range(1.0) to translate by
3747 half a pixel.
3749 The other fun is that d3d's output z range after the transformation is [0;1],
3750 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3751 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3752 of Z buffer precision and the clear values do not match in the z test. Thus scale
3753 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3757 * Careful with the order of operations here, we're essentially working backwards:
3758 * x = x + 1/w;
3759 * y = (y - 1/h) * flip;
3760 * z = z * 2 - 1;
3762 * Becomes:
3763 * glTranslatef(0.0, 0.0, -1.0);
3764 * glScalef(1.0, 1.0, 2.0);
3766 * glScalef(1.0, flip, 1.0);
3767 * glTranslatef(1/w, -1/h, 0.0);
3769 * This is equivalent to:
3770 * glTranslatef(1/w, -flip/h, -1.0)
3771 * glScalef(1.0, flip, 2.0);
3774 if (stateblock->wineD3DDevice->render_offscreen) {
3775 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3776 * render everything upside down when rendering offscreen. */
3777 glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
3778 checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
3779 glScalef(1.0, -1.0, 2.0);
3780 } else {
3781 glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
3782 checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
3783 glScalef(1.0, 1.0, 2.0);
3785 checkGLcall("glScalef");
3787 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3788 checkGLcall("glLoadMatrixf");
3792 /* This should match any arrays loaded in loadVertexData.
3793 * stateblock impl is required for GL_SUPPORT
3794 * TODO: Only load / unload arrays if we have to.
3796 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3797 glDisableClientState(GL_VERTEX_ARRAY);
3798 glDisableClientState(GL_NORMAL_ARRAY);
3799 glDisableClientState(GL_COLOR_ARRAY);
3800 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3801 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3803 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3804 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3806 unloadTexCoords(stateblock);
3809 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context, int i)
3811 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3812 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3813 /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
3814 * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
3815 * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
3816 * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
3817 * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
3819 GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
3820 checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
3822 context->numbered_array_mask &= ~(1 << i);
3825 /* This should match any arrays loaded in loadNumberedArrays
3826 * TODO: Only load / unload arrays if we have to.
3828 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context)
3830 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3831 GLint maxAttribs = 16;
3832 int i;
3834 /* Leave all the attribs disabled */
3835 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3836 /* MESA does not support it right not */
3837 if (glGetError() != GL_NO_ERROR)
3838 maxAttribs = 16;
3839 for (i = 0; i < maxAttribs; ++i) {
3840 unload_numbered_array(stateblock, context, i);
3844 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
3845 const WineDirect3DVertexStridedData *strided, WineD3DContext *context)
3847 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
3848 int i;
3849 const UINT *offset = stateblock->streamOffset;
3850 struct wined3d_buffer *vb;
3851 DWORD_PTR shift_index;
3853 /* Default to no instancing */
3854 stateblock->wineD3DDevice->instancedDraw = FALSE;
3856 for (i = 0; i < MAX_ATTRIBS; i++) {
3857 if (!(strided->use_map & (1 << i)))
3859 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3860 continue;
3863 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3864 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
3865 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3866 stateblock->wineD3DDevice->instancedDraw = TRUE;
3867 continue;
3870 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
3872 if(strided->u.input[i].dwStride) {
3873 if(curVBO != strided->u.input[i].VBO) {
3874 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
3875 checkGLcall("glBindBufferARB");
3876 curVBO = strided->u.input[i].VBO;
3878 vb = (struct wined3d_buffer *)stateblock->streamSource[strided->u.input[i].streamNo];
3879 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3880 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3881 * vbo we won't be load converted attributes anyway
3883 if (curVBO && vb->conversion_shift)
3885 TRACE("Loading attribute from shifted buffer\n");
3886 TRACE("Attrib %d has original stride %d, new stride %d\n",
3887 i, strided->u.input[i].dwStride, vb->conversion_stride);
3888 TRACE("Original offset %p, additional offset 0x%08x\n",
3889 strided->u.input[i].lpData, vb->conversion_shift[(DWORD_PTR) strided->u.input[i].lpData]);
3890 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
3891 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
3892 shift_index = shift_index % strided->u.input[i].dwStride;
3893 GL_EXTCALL(glVertexAttribPointerARB(i, WINED3D_ATR_FORMAT(strided->u.input[i].dwType),
3894 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3895 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3896 vb->conversion_stride,
3897 strided->u.input[i].lpData + vb->conversion_shift[shift_index]
3898 + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride
3899 + offset[strided->u.input[i].streamNo]));
3901 } else {
3902 GL_EXTCALL(glVertexAttribPointerARB(i,
3903 WINED3D_ATR_FORMAT(strided->u.input[i].dwType),
3904 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3905 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3906 strided->u.input[i].dwStride,
3908 strided->u.input[i].lpData +
3909 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3910 offset[strided->u.input[i].streamNo]) );
3913 if (!(context->numbered_array_mask & (1 << i)))
3915 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
3916 context->numbered_array_mask |= (1 << i);
3918 } else {
3919 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
3920 * set up the attribute statically. But we have to figure out the system memory address.
3922 const BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
3923 if(strided->u.input[i].VBO) {
3924 vb = (struct wined3d_buffer *)stateblock->streamSource[strided->u.input[i].streamNo];
3925 ptr += (long) vb->resource.allocatedMemory;
3928 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3930 switch(strided->u.input[i].dwType) {
3931 case WINED3DDECLTYPE_FLOAT1:
3932 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
3933 break;
3934 case WINED3DDECLTYPE_FLOAT2:
3935 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
3936 break;
3937 case WINED3DDECLTYPE_FLOAT3:
3938 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
3939 break;
3940 case WINED3DDECLTYPE_FLOAT4:
3941 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
3942 break;
3944 case WINED3DDECLTYPE_UBYTE4:
3945 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3946 break;
3947 case WINED3DDECLTYPE_D3DCOLOR:
3948 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
3950 const DWORD *src = (const DWORD *)ptr;
3951 DWORD c = *src & 0xff00ff00;
3952 c |= (*src & 0xff0000) >> 16;
3953 c |= (*src & 0xff) << 16;
3954 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
3955 break;
3957 /* else fallthrough */
3958 case WINED3DDECLTYPE_UBYTE4N:
3959 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3960 break;
3962 case WINED3DDECLTYPE_SHORT2:
3963 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
3964 break;
3965 case WINED3DDECLTYPE_SHORT4:
3966 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
3967 break;
3969 case WINED3DDECLTYPE_SHORT2N:
3971 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
3972 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
3973 break;
3975 case WINED3DDECLTYPE_USHORT2N:
3977 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
3978 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
3979 break;
3981 case WINED3DDECLTYPE_SHORT4N:
3982 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
3983 break;
3984 case WINED3DDECLTYPE_USHORT4N:
3985 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
3986 break;
3988 case WINED3DDECLTYPE_UDEC3:
3989 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
3990 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
3991 break;
3992 case WINED3DDECLTYPE_DEC3N:
3993 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
3994 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
3995 break;
3997 case WINED3DDECLTYPE_FLOAT16_2:
3998 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
3999 * byte float according to the IEEE standard
4001 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4002 break;
4003 case WINED3DDECLTYPE_FLOAT16_4:
4004 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4005 break;
4007 case WINED3DDECLTYPE_UNUSED:
4008 default:
4009 ERR("Unexpected declaration in stride 0 attributes\n");
4010 break;
4015 checkGLcall("Loading numbered arrays");
4018 /* Used from 2 different functions, and too big to justify making it inlined */
4019 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd)
4021 const UINT *offset = stateblock->streamOffset;
4022 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
4024 TRACE("Using fast vertex array code\n");
4026 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4027 stateblock->wineD3DDevice->instancedDraw = FALSE;
4029 /* Blend Data ---------------------------------------------- */
4030 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
4031 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
4033 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4034 TRACE("Blend %d %p %d\n", WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType),
4035 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4037 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4038 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4040 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) + 1));
4042 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4043 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
4044 sd->u.s.blendWeights.dwStride,
4045 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4047 if(curVBO != sd->u.s.blendWeights.VBO) {
4048 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
4049 checkGLcall("glBindBufferARB");
4050 curVBO = sd->u.s.blendWeights.VBO;
4053 GL_EXTCALL(glWeightPointerARB)(
4054 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType),
4055 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
4056 sd->u.s.blendWeights.dwStride,
4057 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4059 checkGLcall("glWeightPointerARB");
4061 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
4062 static BOOL warned;
4063 if (!warned)
4065 FIXME("blendMatrixIndices support\n");
4066 warned = TRUE;
4069 } else {
4070 /* TODO: support blends in drawStridedSlow
4071 * No need to write a FIXME here, this is done after the general vertex decl decoding
4073 WARN("unsupported blending in openGl\n");
4075 } else {
4076 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4077 static const GLbyte one = 1;
4078 GL_EXTCALL(glWeightbvARB(1, &one));
4079 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4083 /* Point Size ----------------------------------------------*/
4084 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
4086 /* no such functionality in the fixed function GL pipeline */
4087 TRACE("Cannot change ptSize here in openGl\n");
4088 /* TODO: Implement this function in using shaders if they are available */
4092 /* Vertex Pointers -----------------------------------------*/
4093 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
4094 /* Note dwType == float3 or float4 == 2 or 3 */
4095 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
4096 sd->u.s.position.dwStride,
4097 sd->u.s.position.dwType + 1,
4098 sd->u.s.position.lpData));
4100 if(curVBO != sd->u.s.position.VBO) {
4101 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
4102 checkGLcall("glBindBufferARB");
4103 curVBO = sd->u.s.position.VBO;
4106 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4107 handling for rhw mode should not impact screen position whereas in GL it does.
4108 This may result in very slightly distorted textures in rhw mode.
4109 There's always the other option of fixing the view matrix to
4110 prevent w from having any effect.
4112 This only applies to user pointer sources, in VBOs the vertices are fixed up
4114 if(sd->u.s.position.VBO == 0) {
4115 glVertexPointer(3 /* min(WINED3D_ATR_FORMAT(sd->u.s.position.dwType),3) */,
4116 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4117 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4118 } else {
4119 glVertexPointer(
4120 WINED3D_ATR_FORMAT(sd->u.s.position.dwType),
4121 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4122 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4124 checkGLcall("glVertexPointer(...)");
4125 glEnableClientState(GL_VERTEX_ARRAY);
4126 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4129 /* Normals -------------------------------------------------*/
4130 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
4131 /* Note dwType == float3 or float4 == 2 or 3 */
4132 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
4133 sd->u.s.normal.dwStride,
4134 sd->u.s.normal.lpData));
4135 if(curVBO != sd->u.s.normal.VBO) {
4136 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
4137 checkGLcall("glBindBufferARB");
4138 curVBO = sd->u.s.normal.VBO;
4140 glNormalPointer(
4141 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
4142 sd->u.s.normal.dwStride,
4143 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
4144 checkGLcall("glNormalPointer(...)");
4145 glEnableClientState(GL_NORMAL_ARRAY);
4146 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4148 } else {
4149 glNormal3f(0, 0, 0);
4150 checkGLcall("glNormal3f(0, 0, 0)");
4153 /* Diffuse Colour --------------------------------------------*/
4154 /* WARNING: Data here MUST be in RGBA format, so cannot */
4155 /* go directly into fast mode from app pgm, because */
4156 /* directx requires data in BGRA format. */
4157 /* currently fixupVertices swizzles the format, but this isn't*/
4158 /* very practical when using VBOs */
4159 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4160 /* , or the user doesn't care and wants the speed advantage */
4162 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
4163 /* Note dwType == float3 or float4 == 2 or 3 */
4164 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4165 sd->u.s.diffuse.dwStride,
4166 sd->u.s.diffuse.lpData));
4168 if(curVBO != sd->u.s.diffuse.VBO) {
4169 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
4170 checkGLcall("glBindBufferARB");
4171 curVBO = sd->u.s.diffuse.VBO;
4174 glColorPointer(WINED3D_ATR_FORMAT(sd->u.s.diffuse.dwType),
4175 WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
4176 sd->u.s.diffuse.dwStride,
4177 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
4178 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4179 glEnableClientState(GL_COLOR_ARRAY);
4180 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4182 } else {
4183 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4184 checkGLcall("glColor4f(1, 1, 1, 1)");
4187 /* Specular Colour ------------------------------------------*/
4188 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
4189 TRACE("setting specular colour\n");
4190 /* Note dwType == float3 or float4 == 2 or 3 */
4191 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4192 sd->u.s.specular.dwStride,
4193 sd->u.s.specular.lpData));
4194 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4195 if(curVBO != sd->u.s.specular.VBO) {
4196 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
4197 checkGLcall("glBindBufferARB");
4198 curVBO = sd->u.s.specular.VBO;
4200 GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_FORMAT(sd->u.s.specular.dwType),
4201 WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
4202 sd->u.s.specular.dwStride,
4203 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
4204 checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4205 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4206 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4207 } else {
4209 /* Missing specular color is not critical, no warnings */
4210 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4213 } else {
4214 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4215 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4216 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4217 } else {
4219 /* Missing specular color is not critical, no warnings */
4220 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4224 /* Texture coords -------------------------------------------*/
4225 loadTexCoords(stateblock, sd, &curVBO);
4228 static inline void drawPrimitiveTraceDataLocations(const WineDirect3DVertexStridedData *dataLocations)
4230 /* Dump out what parts we have supplied */
4231 TRACE("Strided Data:\n");
4232 TRACE_STRIDED((dataLocations), position);
4233 TRACE_STRIDED((dataLocations), blendWeights);
4234 TRACE_STRIDED((dataLocations), blendMatrixIndices);
4235 TRACE_STRIDED((dataLocations), normal);
4236 TRACE_STRIDED((dataLocations), pSize);
4237 TRACE_STRIDED((dataLocations), diffuse);
4238 TRACE_STRIDED((dataLocations), specular);
4239 TRACE_STRIDED((dataLocations), texCoords[0]);
4240 TRACE_STRIDED((dataLocations), texCoords[1]);
4241 TRACE_STRIDED((dataLocations), texCoords[2]);
4242 TRACE_STRIDED((dataLocations), texCoords[3]);
4243 TRACE_STRIDED((dataLocations), texCoords[4]);
4244 TRACE_STRIDED((dataLocations), texCoords[5]);
4245 TRACE_STRIDED((dataLocations), texCoords[6]);
4246 TRACE_STRIDED((dataLocations), texCoords[7]);
4247 TRACE_STRIDED((dataLocations), position2);
4248 TRACE_STRIDED((dataLocations), normal2);
4249 TRACE_STRIDED((dataLocations), tangent);
4250 TRACE_STRIDED((dataLocations), binormal);
4251 TRACE_STRIDED((dataLocations), tessFactor);
4252 TRACE_STRIDED((dataLocations), fog);
4253 TRACE_STRIDED((dataLocations), depth);
4254 TRACE_STRIDED((dataLocations), sample);
4256 return;
4259 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4260 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4261 BOOL fixup = FALSE;
4262 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
4263 BOOL useVertexShaderFunction;
4264 BOOL load_numbered = FALSE;
4265 BOOL load_named = FALSE;
4267 useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
4269 if(device->up_strided) {
4270 /* Note: this is a ddraw fixed-function code path */
4271 TRACE("================ Strided Input ===================\n");
4272 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
4274 if(TRACE_ON(d3d)) {
4275 drawPrimitiveTraceDataLocations(dataLocations);
4277 } else {
4278 /* Note: This is a fixed function or shader codepath.
4279 * This means it must handle both types of strided data.
4280 * Shaders must go through here to zero the strided data, even if they
4281 * don't set any declaration at all
4283 TRACE("================ Vertex Declaration ===================\n");
4284 memset(dataLocations, 0, sizeof(*dataLocations));
4285 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
4286 useVertexShaderFunction, dataLocations, &fixup);
4289 if (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
4291 if(useVertexShaderFunction) {
4292 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4293 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4294 device->useDrawStridedSlow = TRUE;
4295 } else {
4296 load_numbered = TRUE;
4297 device->useDrawStridedSlow = FALSE;
4299 } else if (fixup || (!dataLocations->u.s.pSize.lpData
4300 && !dataLocations->position_transformed
4301 && (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA)
4302 || (!dataLocations->u.s.diffuse.lpData
4303 && !dataLocations->u.s.specular.lpData))))
4305 /* Load the vertex data using named arrays */
4306 load_named = TRUE;
4307 device->useDrawStridedSlow = FALSE;
4308 } else {
4309 TRACE("Not loading vertex data\n");
4310 device->useDrawStridedSlow = TRUE;
4313 if (context->numberedArraysLoaded && !load_numbered)
4315 unloadNumberedArrays(stateblock, context);
4316 context->numberedArraysLoaded = FALSE;
4317 context->numbered_array_mask = 0;
4319 else if (context->namedArraysLoaded)
4321 unloadVertexData(stateblock);
4322 context->namedArraysLoaded = FALSE;
4325 if (load_numbered)
4327 TRACE("Loading numbered arrays\n");
4328 loadNumberedArrays(stateblock, dataLocations, context);
4329 context->numberedArraysLoaded = TRUE;
4331 else if (load_named)
4333 TRACE("Loading vertex data\n");
4334 loadVertexData(stateblock, dataLocations);
4335 context->namedArraysLoaded = TRUE;
4338 /* Generate some fixme's if unsupported functionality is being used */
4339 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
4340 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
4341 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
4342 FIXME("Tweening is only valid with vertex shaders\n");
4344 if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
4345 FIXME("Binormal bump mapping is only valid with vertex shaders\n");
4347 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
4348 FIXME("Extended attributes are only valid with vertex shaders\n");
4350 #undef BUFFER_OR_DATA
4353 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4354 BOOL updateFog = FALSE;
4355 BOOL useVertexShaderFunction = use_vs(stateblock);
4356 BOOL usePixelShaderFunction = use_ps(stateblock);
4357 BOOL transformed;
4358 /* Some stuff is in the device until we have per context tracking */
4359 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4360 BOOL wasrhw = context->last_was_rhw;
4362 transformed = device->strided_streams.position_transformed;
4363 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4364 updateFog = TRUE;
4367 /* Reapply lighting if it is not scheduled for reapplication already */
4368 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4369 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4372 if (transformed) {
4373 context->last_was_rhw = TRUE;
4374 } else {
4376 /* Untransformed, so relies on the view and projection matrices */
4377 context->last_was_rhw = FALSE;
4378 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4379 device->untransformed = TRUE;
4381 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4382 * Not needed as long as only hw shaders are supported
4385 /* This sets the shader output position correction constants.
4386 * TODO: Move to the viewport state
4388 if (useVertexShaderFunction) {
4389 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4390 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4394 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4395 * off this function will be called again anyway to make sure they're properly set
4397 if(!useVertexShaderFunction) {
4398 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4399 * or transformed / untransformed was switched
4401 if(wasrhw != context->last_was_rhw &&
4402 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4403 !isStateDirty(context, STATE_VIEWPORT)) {
4404 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4406 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4407 * mode.
4409 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4410 * this check will fail and the matrix not applied again. This is OK because a simple
4411 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4412 * needs of the vertex declaration.
4414 * World and view matrix go into the same gl matrix, so only apply them when neither is
4415 * dirty
4417 if(transformed != wasrhw &&
4418 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4419 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4420 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4423 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4424 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4427 if(context->last_was_vshader) {
4428 updateFog = TRUE;
4429 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4430 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4433 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4434 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4436 } else {
4437 if(!context->last_was_vshader) {
4438 int i;
4439 static BOOL warned = FALSE;
4440 /* Disable all clip planes to get defined results on all drivers. See comment in the
4441 * state_clipping state handler
4443 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4444 glDisable(GL_CLIP_PLANE0 + i);
4445 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4448 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4449 FIXME("Clipping not supported with vertex shaders\n");
4450 warned = TRUE;
4452 if(wasrhw) {
4453 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4454 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4455 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4456 * fixed function vertex processing states back in a sane state before switching to shaders
4458 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4459 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4461 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4462 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4465 updateFog = TRUE;
4469 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4470 * application
4472 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4473 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4475 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4476 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4480 context->last_was_vshader = useVertexShaderFunction;
4482 if(updateFog) {
4483 device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4485 if(!useVertexShaderFunction) {
4486 int i;
4487 for(i = 0; i < MAX_TEXTURES; i++) {
4488 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4489 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4495 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4496 UINT width, height;
4497 IWineD3DSurfaceImpl *target;
4499 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4500 checkGLcall("glDepthRange");
4501 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4503 if(stateblock->wineD3DDevice->render_offscreen) {
4504 glViewport(stateblock->viewport.X,
4505 stateblock->viewport.Y,
4506 stateblock->viewport.Width, stateblock->viewport.Height);
4507 } else {
4508 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4509 target->get_drawable_size(target, &width, &height);
4511 glViewport(stateblock->viewport.X,
4512 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4513 stateblock->viewport.Width, stateblock->viewport.Height);
4516 checkGLcall("glViewport");
4519 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4520 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4521 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4522 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4523 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4525 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4526 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4530 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4531 UINT Index = state - STATE_ACTIVELIGHT(0);
4532 const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4534 if(!lightInfo) {
4535 glDisable(GL_LIGHT0 + Index);
4536 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4537 } else {
4538 float quad_att;
4539 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4541 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4542 glMatrixMode(GL_MODELVIEW);
4543 glPushMatrix();
4544 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4546 /* Diffuse: */
4547 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4548 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4549 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4550 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4551 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4552 checkGLcall("glLightfv");
4554 /* Specular */
4555 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4556 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4557 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4558 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4559 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4560 checkGLcall("glLightfv");
4562 /* Ambient */
4563 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4564 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4565 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4566 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4567 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4568 checkGLcall("glLightfv");
4570 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4571 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4572 } else {
4573 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
4576 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4577 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4578 * Attenuation0 to NaN and crashes in the gl lib
4581 switch (lightInfo->OriginalParms.Type) {
4582 case WINED3DLIGHT_POINT:
4583 /* Position */
4584 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4585 checkGLcall("glLightfv");
4586 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4587 checkGLcall("glLightf");
4588 /* Attenuation - Are these right? guessing... */
4589 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4590 checkGLcall("glLightf");
4591 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4592 checkGLcall("glLightf");
4593 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4594 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4595 checkGLcall("glLightf");
4596 /* FIXME: Range */
4597 break;
4599 case WINED3DLIGHT_SPOT:
4600 /* Position */
4601 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4602 checkGLcall("glLightfv");
4603 /* Direction */
4604 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4605 checkGLcall("glLightfv");
4606 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4607 checkGLcall("glLightf");
4608 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4609 checkGLcall("glLightf");
4610 /* Attenuation - Are these right? guessing... */
4611 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4612 checkGLcall("glLightf");
4613 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4614 checkGLcall("glLightf");
4615 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4616 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4617 checkGLcall("glLightf");
4618 /* FIXME: Range */
4619 break;
4621 case WINED3DLIGHT_DIRECTIONAL:
4622 /* Direction */
4623 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4624 checkGLcall("glLightfv");
4625 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4626 checkGLcall("glLightf");
4627 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4628 checkGLcall("glLightf");
4629 break;
4631 default:
4632 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4635 /* Restore the modelview matrix */
4636 glPopMatrix();
4638 glEnable(GL_LIGHT0 + Index);
4639 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4642 return;
4645 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4646 RECT *pRect = &stateblock->scissorRect;
4647 UINT height;
4648 UINT width;
4649 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4651 target->get_drawable_size(target, &width, &height);
4652 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4653 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4655 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4656 pRect->right - pRect->left, pRect->bottom - pRect->top);
4658 if (stateblock->wineD3DDevice->render_offscreen) {
4659 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4660 } else {
4661 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4663 checkGLcall("glScissor");
4666 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4667 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4668 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4669 } else {
4670 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
4671 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
4675 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4676 if(stateblock->wineD3DDevice->render_offscreen) {
4677 glFrontFace(GL_CCW);
4678 checkGLcall("glFrontFace(GL_CCW)");
4679 } else {
4680 glFrontFace(GL_CW);
4681 checkGLcall("glFrontFace(GL_CW)");
4685 const struct StateEntryTemplate misc_state_template[] = {
4686 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4687 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4688 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4689 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4690 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4691 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4692 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4693 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4694 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4695 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4696 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, 0 },
4697 { STATE_VDECL, { STATE_VDECL, streamsrc }, 0 },
4698 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, 0 },
4699 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, 0 },
4700 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4701 * vshader loadings are untied from each other
4703 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4704 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4705 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4706 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4707 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4708 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4709 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4710 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4711 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4712 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4713 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4714 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4715 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4716 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4717 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4718 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4719 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4720 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4721 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4722 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4723 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4724 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4725 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4726 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4727 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4728 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4729 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4730 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4731 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4732 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4733 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4734 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4735 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4736 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4737 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4738 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4739 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4740 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4741 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4742 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4743 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4744 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4745 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4746 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4747 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4748 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4749 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4750 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4751 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4752 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4754 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, 0 },
4755 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4756 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, 0 },
4757 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, 0 },
4758 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, 0 },
4759 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, 0 },
4760 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, 0 },
4761 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, 0 },
4762 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, 0 },
4763 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, 0 },
4764 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, 0 },
4765 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, 0 },
4766 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, 0 },
4767 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, 0 },
4768 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4769 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4770 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4771 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4772 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, 0 },
4773 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, 0 },
4774 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, 0 },
4775 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, 0 },
4776 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, 0 },
4777 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, 0 },
4778 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, 0 },
4779 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, 0 },
4780 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, 0 },
4781 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, 0 },
4782 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, 0 },
4783 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, 0 },
4784 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0 },
4785 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4786 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4787 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4788 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4789 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4790 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4791 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4792 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4793 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, 0 },
4794 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4795 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4796 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4797 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4798 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4799 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4800 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4801 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4802 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4803 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4804 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4805 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4806 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4807 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4808 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4809 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4810 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4811 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4812 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4813 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4814 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4815 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, 0 },
4816 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, 0 },
4817 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, 0 },
4818 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, 0 },
4819 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, 0 },
4820 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, 0 },
4821 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4822 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4823 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4824 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4825 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4826 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4827 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4828 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4829 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, 0 },
4830 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, 0 },
4831 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4832 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4833 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, 0 },
4834 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, 0 },
4835 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4836 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4837 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4838 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4839 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4840 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, 0 },
4841 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4842 /* Samplers */
4843 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, 0 },
4844 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, 0 },
4845 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, 0 },
4846 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, 0 },
4847 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, 0 },
4848 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, 0 },
4849 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, 0 },
4850 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, 0 },
4851 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, 0 },
4852 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, 0 },
4853 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, 0 },
4854 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, 0 },
4855 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, 0 },
4856 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, 0 },
4857 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, 0 },
4858 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, 0 },
4859 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, 0 },
4860 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, 0 },
4861 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, 0 },
4862 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, 0 },
4863 {0 /* Terminate */, { 0, 0 }, 0 },
4866 const struct StateEntryTemplate ffp_vertexstate_template[] = {
4867 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, 0 },
4868 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, 0 },
4869 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4870 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4871 /* Clip planes */
4872 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, 0 },
4873 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, 0 },
4874 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, 0 },
4875 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, 0 },
4876 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, 0 },
4877 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, 0 },
4878 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, 0 },
4879 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, 0 },
4880 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, 0 },
4881 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, 0 },
4882 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, 0 },
4883 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, 0 },
4884 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, 0 },
4885 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, 0 },
4886 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, 0 },
4887 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, 0 },
4888 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, 0 },
4889 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, 0 },
4890 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, 0 },
4891 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, 0 },
4892 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, 0 },
4893 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, 0 },
4894 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, 0 },
4895 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, 0 },
4896 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, 0 },
4897 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, 0 },
4898 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, 0 },
4899 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, 0 },
4900 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, 0 },
4901 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, 0 },
4902 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, 0 },
4903 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, 0 },
4904 /* Lights */
4905 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, 0 },
4906 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, 0 },
4907 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, 0 },
4908 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, 0 },
4909 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, 0 },
4910 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, 0 },
4911 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, 0 },
4912 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, 0 },
4913 /* Viewport */
4914 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, 0 },
4915 /* Transform states follow */
4916 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 },
4917 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 },
4918 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4919 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4920 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4921 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4922 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4923 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4924 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4925 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4926 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 },
4927 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, 0 },
4928 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, 0 },
4929 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, 0 },
4930 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, 0 },
4931 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, 0 },
4932 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, 0 },
4933 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, 0 },
4934 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, 0 },
4935 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, 0 },
4936 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, 0 },
4937 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, 0 },
4938 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, 0 },
4939 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, 0 },
4940 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, 0 },
4941 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, 0 },
4942 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, 0 },
4943 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, 0 },
4944 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, 0 },
4945 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, 0 },
4946 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, 0 },
4947 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, 0 },
4948 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, 0 },
4949 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, 0 },
4950 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, 0 },
4951 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, 0 },
4952 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, 0 },
4953 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, 0 },
4954 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, 0 },
4955 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, 0 },
4956 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, 0 },
4957 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, 0 },
4958 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, 0 },
4959 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, 0 },
4960 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, 0 },
4961 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, 0 },
4962 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, 0 },
4963 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, 0 },
4964 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, 0 },
4965 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, 0 },
4966 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, 0 },
4967 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, 0 },
4968 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, 0 },
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5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, 0 },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, 0 },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, 0 },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, 0 },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, 0 },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, 0 },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, 0 },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, 0 },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, 0 },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, 0 },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, 0 },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, 0 },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, 0 },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, 0 },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, 0 },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, 0 },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, 0 },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, 0 },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, 0 },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, 0 },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, 0 },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, 0 },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, 0 },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, 0 },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, 0 },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, 0 },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, 0 },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, 0 },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, 0 },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, 0 },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, 0 },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, 0 },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, 0 },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, 0 },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, 0 },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, 0 },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, 0 },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, 0 },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, 0 },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, 0 },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, 0 },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, 0 },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, 0 },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, 0 },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, 0 },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, 0 },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, 0 },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, 0 },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, 0 },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, 0 },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, 0 },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, 0 },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, 0 },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, 0 },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, 0 },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, 0 },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, 0 },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, 0 },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, 0 },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, 0 },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, 0 },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, 0 },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, 0 },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, 0 },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, 0 },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, 0 },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, 0 },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, 0 },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, 0 },
5182 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5183 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5184 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5185 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5186 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5187 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5188 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5189 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5190 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5191 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5192 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5193 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5194 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5195 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5196 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5197 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5198 /* Fog */
5199 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, 0 },
5200 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, 0 },
5201 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, 0 },
5202 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5203 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, 0 },
5204 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5205 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5206 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, 0 },
5207 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, 0 },
5208 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5209 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, 0 },
5210 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, 0 },
5211 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5212 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5213 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5214 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5215 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5216 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, 0 },
5217 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5218 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5219 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5220 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5221 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5222 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, 0 },
5223 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5224 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5225 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5226 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5227 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5228 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5229 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5230 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5231 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5232 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5234 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5235 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5236 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, 0 },
5237 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5238 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5239 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, 0 },
5240 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5241 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5242 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, 0 },
5243 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5244 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5245 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, 0 },
5246 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5247 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5248 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, 0 },
5249 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5250 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5251 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, 0 },
5252 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5253 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5254 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, 0 },
5255 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5256 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5257 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, 0 },
5258 {0 /* Terminate */, { 0, 0 }, 0 },
5261 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5262 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5263 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5264 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5265 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5266 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5267 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5268 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5269 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5270 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5271 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5272 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5273 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5274 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5275 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5276 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5277 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5278 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5279 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5280 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5281 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5282 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5283 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5284 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5285 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5286 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5287 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5288 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5289 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5290 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5291 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5292 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5293 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5294 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5295 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5296 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5297 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5298 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5299 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5300 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5301 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5302 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5303 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5304 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5305 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5306 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5307 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5308 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5309 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5310 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5311 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5312 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5313 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5314 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5315 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5316 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5317 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5318 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5319 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5320 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5321 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5322 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5323 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5324 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5325 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5326 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5327 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5328 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5329 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5330 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5331 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5332 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5333 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5334 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5335 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5336 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5337 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5338 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5339 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5340 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5341 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5342 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5343 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5344 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, 0 },
5345 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, 0 },
5346 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
5347 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
5348 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
5349 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
5350 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
5351 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
5352 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
5353 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
5354 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
5355 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
5356 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
5357 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
5358 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
5359 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
5360 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
5361 {0 /* Terminate */, { 0, 0 }, 0 },
5363 #undef GLINFO_LOCATION
5365 #define GLINFO_LOCATION (*gl_info)
5366 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5368 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
5370 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5371 WINED3DTEXOPCAPS_ADDSIGNED |
5372 WINED3DTEXOPCAPS_ADDSIGNED2X |
5373 WINED3DTEXOPCAPS_MODULATE |
5374 WINED3DTEXOPCAPS_MODULATE2X |
5375 WINED3DTEXOPCAPS_MODULATE4X |
5376 WINED3DTEXOPCAPS_SELECTARG1 |
5377 WINED3DTEXOPCAPS_SELECTARG2 |
5378 WINED3DTEXOPCAPS_DISABLE;
5380 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5381 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5382 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5383 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5384 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5385 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5386 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5387 WINED3DTEXOPCAPS_LERP |
5388 WINED3DTEXOPCAPS_SUBTRACT;
5390 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5391 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5392 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5393 WINED3DTEXOPCAPS_MULTIPLYADD |
5394 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5395 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5396 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5398 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5399 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5401 pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
5402 pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5405 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5406 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5407 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5409 if (TRACE_ON(d3d))
5411 TRACE("Checking support for fixup:\n");
5412 dump_color_fixup_desc(fixup);
5415 /* We only support identity conversions. */
5416 if (is_identity_fixup(fixup))
5418 TRACE("[OK]\n");
5419 return TRUE;
5422 TRACE("[FAILED]\n");
5423 return FALSE;
5426 const struct fragment_pipeline ffp_fragment_pipeline = {
5427 ffp_enable,
5428 ffp_fragment_get_caps,
5429 ffp_fragment_alloc,
5430 ffp_fragment_free,
5431 ffp_color_fixup_supported,
5432 ffp_fragmentstate_template,
5433 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5436 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5438 unsigned int i;
5439 for(i = 0; funcs[i]; i++);
5440 return i;
5443 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5444 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5445 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5448 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5449 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5450 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5451 stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5454 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5455 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
5456 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5458 unsigned int i, type, handlers;
5459 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5460 const struct StateEntryTemplate *cur;
5461 BOOL set[STATE_HIGHEST + 1];
5463 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5465 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5466 StateTable[i].representative = 0;
5467 StateTable[i].apply = state_undefined;
5470 for(type = 0; type < 3; type++) {
5471 /* This switch decides the order in which the states are applied */
5472 switch(type) {
5473 case 0: cur = misc; break;
5474 case 1: cur = fragment->states; break;
5475 case 2: cur = vertex; break;
5476 default: cur = NULL; /* Stupid compiler */
5478 if(!cur) continue;
5480 /* GL extension filtering should not prevent multiple handlers being applied from different
5481 * pipeline parts
5483 memset(set, 0, sizeof(set));
5485 for(i = 0; cur[i].state; i++) {
5486 APPLYSTATEFUNC *funcs_array;
5488 /* Only use the first matching state with the available extension from one template.
5489 * e.g.
5490 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5491 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5493 * if GL_XYZ_fancy is supported, ignore the 2nd line
5495 if(set[cur[i].state]) continue;
5496 /* Skip state lines depending on unsupported extensions */
5497 if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
5498 set[cur[i].state] = TRUE;
5499 /* In some cases having an extension means that nothing has to be
5500 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5501 * supported, the texture coordinate fixup can be ignored. If the
5502 * apply function is used, mark the state set(done above) to prevent
5503 * applying later lines, but do not record anything in the state
5504 * table
5506 if(!cur[i].content.apply) continue;
5508 handlers = num_handlers(multistate_funcs[cur[i].state]);
5509 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5510 switch(handlers) {
5511 case 0:
5512 StateTable[cur[i].state].apply = cur[i].content.apply;
5513 break;
5514 case 1:
5515 StateTable[cur[i].state].apply = multistate_apply_2;
5516 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5518 sizeof(**dev_multistate_funcs) * 2);
5519 if (!dev_multistate_funcs[cur[i].state]) {
5520 goto out_of_mem;
5523 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5524 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5525 break;
5526 case 2:
5527 StateTable[cur[i].state].apply = multistate_apply_3;
5528 funcs_array = HeapReAlloc(GetProcessHeap(),
5530 dev_multistate_funcs[cur[i].state],
5531 sizeof(**dev_multistate_funcs) * 3);
5532 if (!funcs_array) {
5533 goto out_of_mem;
5536 dev_multistate_funcs[cur[i].state] = funcs_array;
5537 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5538 break;
5539 default:
5540 ERR("Unexpected amount of state handlers for state %u: %u\n",
5541 cur[i].state, handlers + 1);
5544 if(StateTable[cur[i].state].representative &&
5545 StateTable[cur[i].state].representative != cur[i].content.representative) {
5546 FIXME("State %u has different representatives in different pipeline parts\n",
5547 cur[i].state);
5549 StateTable[cur[i].state].representative = cur[i].content.representative;
5553 return WINED3D_OK;
5555 out_of_mem:
5556 for (i = 0; i <= STATE_HIGHEST; ++i) {
5557 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5560 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5562 return E_OUTOFMEMORY;
5564 #undef GLINFO_LOCATION