push 38a8c0aff9170390b5a3ded41e7cf5b02f3a73d8
[wine/hacks.git] / dlls / wined3d / state.c
blobd9ece3399b8c29d338c6e4a7bfb184a5c5379afb
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
11 * Copyright 2009 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 #define GLINFO_LOCATION (*context->gl_info)
40 /* GL locking for state handlers is done by the caller. */
42 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
44 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
46 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
47 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
49 if(STATE_IS_RENDER(state)) {
50 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
51 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
52 } else {
53 /* Shouldn't have an unknown type here */
54 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
58 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
60 ERR("Undefined state.\n");
63 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
65 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
67 switch(Value) {
68 case WINED3DFILL_POINT:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
71 break;
72 case WINED3DFILL_WIREFRAME:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
75 break;
76 case WINED3DFILL_SOLID:
77 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
78 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
79 break;
80 default:
81 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
85 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
87 /* Lighting is not enabled if transformed vertices are drawn
88 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
89 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
90 * vertex declaration applying function calls this function for updating
93 if(isStateDirty(context, STATE_VDECL)) {
94 return;
97 if (stateblock->renderState[WINED3DRS_LIGHTING]
98 && !stateblock->device->strided_streams.position_transformed)
100 glEnable(GL_LIGHTING);
101 checkGLcall("glEnable GL_LIGHTING");
102 } else {
103 glDisable(GL_LIGHTING);
104 checkGLcall("glDisable GL_LIGHTING");
108 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
110 /* No z test without depth stencil buffers */
111 if (!stateblock->device->stencilBufferTarget)
113 TRACE("No Z buffer - disabling depth test\n");
114 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
115 checkGLcall("glDisable GL_DEPTH_TEST");
116 return;
119 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
120 case WINED3DZB_FALSE:
121 glDisable(GL_DEPTH_TEST);
122 checkGLcall("glDisable GL_DEPTH_TEST");
123 break;
124 case WINED3DZB_TRUE:
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 break;
128 case WINED3DZB_USEW:
129 glEnable(GL_DEPTH_TEST);
130 checkGLcall("glEnable GL_DEPTH_TEST");
131 FIXME("W buffer is not well handled\n");
132 break;
133 default:
134 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
138 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
140 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
141 * switch
143 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
144 case WINED3DCULL_NONE:
145 glDisable(GL_CULL_FACE);
146 checkGLcall("glDisable GL_CULL_FACE");
147 break;
148 case WINED3DCULL_CW:
149 glEnable(GL_CULL_FACE);
150 checkGLcall("glEnable GL_CULL_FACE");
151 glCullFace(GL_FRONT);
152 checkGLcall("glCullFace(GL_FRONT)");
153 break;
154 case WINED3DCULL_CCW:
155 glEnable(GL_CULL_FACE);
156 checkGLcall("glEnable GL_CULL_FACE");
157 glCullFace(GL_BACK);
158 checkGLcall("glCullFace(GL_BACK)");
159 break;
160 default:
161 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
165 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
167 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
168 case WINED3DSHADE_FLAT:
169 glShadeModel(GL_FLAT);
170 checkGLcall("glShadeModel(GL_FLAT)");
171 break;
172 case WINED3DSHADE_GOURAUD:
173 glShadeModel(GL_SMOOTH);
174 checkGLcall("glShadeModel(GL_SMOOTH)");
175 break;
176 case WINED3DSHADE_PHONG:
177 FIXME("WINED3DSHADE_PHONG isn't supported\n");
178 break;
179 default:
180 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
184 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
186 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
187 glEnable(GL_DITHER);
188 checkGLcall("glEnable GL_DITHER");
189 } else {
190 glDisable(GL_DITHER);
191 checkGLcall("glDisable GL_DITHER");
195 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
197 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
198 * this has to be merged with ZENABLE and ZFUNC
200 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
201 glDepthMask(1);
202 checkGLcall("glDepthMask(1)");
203 } else {
204 glDepthMask(0);
205 checkGLcall("glDepthMask(0)");
209 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
211 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
213 if(glParm) {
214 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
215 static BOOL once = FALSE;
216 /* There are a few issues with this: First, our inability to
217 * select a proper Z depth, most of the time we're stuck with
218 * D24S8, even if the app selects D32 or D16. There seem to be
219 * some other precision problems which have to be debugged to
220 * make NOTEQUAL and EQUAL work properly
222 if(!once) {
223 once = TRUE;
224 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
228 glDepthFunc(glParm);
229 checkGLcall("glDepthFunc");
233 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
235 float col[4];
236 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
238 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
239 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
240 checkGLcall("glLightModel for MODEL_AMBIENT");
243 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
245 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
246 int srcBlend = GL_ZERO;
247 int dstBlend = GL_ZERO;
249 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
250 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
251 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
252 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
254 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
255 * The d3d9 visual test confirms the behavior. */
256 if (context->render_offscreen
257 && !(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
259 glDisable(GL_BLEND);
260 checkGLcall("glDisable GL_BLEND");
261 return;
262 } else {
263 glEnable(GL_BLEND);
264 checkGLcall("glEnable GL_BLEND");
266 } else {
267 glDisable(GL_BLEND);
268 checkGLcall("glDisable GL_BLEND");
269 /* Nothing more to do - get out */
270 return;
273 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
274 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
275 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
276 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
277 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
278 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
279 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
280 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
281 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
283 /* To compensate the lack of format switching with backbuffer offscreen rendering,
284 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
285 * if the render target doesn't support alpha blending. A nonexistent alpha channel
286 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
288 case WINED3DBLEND_DESTALPHA :
289 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
290 break;
291 case WINED3DBLEND_INVDESTALPHA :
292 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
293 break;
295 case WINED3DBLEND_SRCALPHASAT :
296 dstBlend = GL_SRC_ALPHA_SATURATE;
297 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
298 break;
300 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
301 * values which are still valid up to d3d9. They should not occur as dest blend values
303 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
304 srcBlend = GL_SRC_ALPHA;
305 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
306 break;
308 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
309 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
310 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
311 break;
313 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
314 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
315 default:
316 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
319 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
320 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
321 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
322 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
323 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
324 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
325 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
326 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
327 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
328 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
330 case WINED3DBLEND_DESTALPHA :
331 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
332 break;
333 case WINED3DBLEND_INVDESTALPHA :
334 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
335 break;
337 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
338 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
339 break;
341 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
342 dstBlend = GL_SRC_ALPHA;
343 break;
345 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
346 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
347 default:
348 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
351 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
352 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
353 glEnable(GL_LINE_SMOOTH);
354 checkGLcall("glEnable(GL_LINE_SMOOTH)");
355 if(srcBlend != GL_SRC_ALPHA) {
356 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
358 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
359 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
361 } else {
362 glDisable(GL_LINE_SMOOTH);
363 checkGLcall("glDisable(GL_LINE_SMOOTH)");
366 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
367 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
368 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
371 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
372 int srcBlendAlpha = GL_ZERO;
373 int dstBlendAlpha = GL_ZERO;
375 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
376 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
378 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
379 return;
382 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
383 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
384 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
385 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
386 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
387 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
388 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
389 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
390 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
391 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
392 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
393 case WINED3DBLEND_SRCALPHASAT :
394 dstBlend = GL_SRC_ALPHA_SATURATE;
395 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
396 break;
397 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
398 * values which are still valid up to d3d9. They should not occur as dest blend values
400 case WINED3DBLEND_BOTHSRCALPHA :
401 dstBlendAlpha = GL_SRC_ALPHA;
402 srcBlendAlpha = GL_SRC_ALPHA;
403 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
404 break;
405 case WINED3DBLEND_BOTHINVSRCALPHA :
406 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
407 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
408 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
409 break;
410 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
411 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
412 default:
413 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
416 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
417 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
418 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
419 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
420 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
421 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
422 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
423 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
424 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
425 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
426 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
427 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
428 case WINED3DBLEND_BOTHSRCALPHA :
429 srcBlendAlpha = GL_SRC_ALPHA;
430 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 break;
432 case WINED3DBLEND_BOTHINVSRCALPHA :
433 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434 dstBlendAlpha = GL_SRC_ALPHA;
435 break;
436 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
437 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
438 default:
439 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
442 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
443 checkGLcall("glBlendFuncSeparateEXT");
444 } else {
445 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
446 glBlendFunc(srcBlend, dstBlend);
447 checkGLcall("glBlendFunc");
450 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
451 so it may need updating */
452 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE])
454 const struct StateEntry *StateTable = stateblock->device->StateTable;
455 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
459 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
461 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
464 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
466 float col[4];
468 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
469 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
470 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
471 checkGLcall("glBlendColor");
474 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
476 int glParm = 0;
477 float ref;
478 BOOL enable_ckey = FALSE;
480 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
482 /* Find out if the texture on the first stage has a ckey set
483 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
484 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
485 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
486 * in case it finds some texture+colorkeyenable combination which needs extra care.
488 if (stateblock->textures[0])
490 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
492 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
494 IWineD3DSurfaceImpl *surf;
496 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
498 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
500 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
501 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
502 * surface has alpha bits */
503 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
508 if (enable_ckey || context->last_was_ckey)
510 const struct StateEntry *StateTable = stateblock->device->StateTable;
511 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
513 context->last_was_ckey = enable_ckey;
515 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
516 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
517 glEnable(GL_ALPHA_TEST);
518 checkGLcall("glEnable GL_ALPHA_TEST");
519 } else {
520 glDisable(GL_ALPHA_TEST);
521 checkGLcall("glDisable GL_ALPHA_TEST");
522 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
523 * enable call
525 return;
528 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
529 glParm = GL_NOTEQUAL;
530 ref = 0.0f;
531 } else {
532 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
533 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
535 if(glParm) {
536 glAlphaFunc(glParm, ref);
537 checkGLcall("glAlphaFunc");
541 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
543 DWORD enable = 0xFFFFFFFF;
544 DWORD disable = 0x00000000;
546 if (!stateblock->device->vs_clipping && use_vs(stateblock))
548 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
549 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
550 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
551 * of that - don't do anything here and keep them disabled
553 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
554 static BOOL warned = FALSE;
555 if(!warned) {
556 FIXME("Clipping not supported with vertex shaders\n");
557 warned = TRUE;
560 return;
563 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
564 * of already set values
567 /* If enabling / disabling all
568 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
570 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
571 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
572 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
573 if (context->gl_info->supported[ARB_DEPTH_CLAMP])
575 glDisable(GL_DEPTH_CLAMP);
576 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
578 } else {
579 disable = 0xffffffff;
580 enable = 0x00;
581 if (context->gl_info->supported[ARB_DEPTH_CLAMP])
583 glEnable(GL_DEPTH_CLAMP);
584 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
588 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
589 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
590 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
591 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
592 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
593 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
595 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
596 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
597 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
598 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
599 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
600 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
602 /** update clipping status */
603 if (enable) {
604 stateblock->clip_status.ClipUnion = 0;
605 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
606 } else {
607 stateblock->clip_status.ClipUnion = 0;
608 stateblock->clip_status.ClipIntersection = 0;
612 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
614 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
617 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
619 int blendEquation = GL_FUNC_ADD;
620 int blendEquationAlpha = GL_FUNC_ADD;
622 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
623 if (stateblock->renderState[WINED3DRS_BLENDOPALPHA]
624 && !context->gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
626 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
627 return;
630 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
631 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
632 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
633 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
634 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
635 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
636 default:
637 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
640 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
641 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
642 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
643 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
644 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
645 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
646 default:
647 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
650 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
651 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
652 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
653 checkGLcall("glBlendEquationSeparateEXT");
654 } else {
655 TRACE("glBlendEquation(%x)\n", blendEquation);
656 GL_EXTCALL(glBlendEquationEXT(blendEquation));
657 checkGLcall("glBlendEquation");
661 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
663 const struct wined3d_gl_info *gl_info = context->gl_info;
664 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
665 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
666 * specular color. This is wrong:
667 * Separate specular color means the specular colour is maintained separately, whereas
668 * single color means it is merged in. However in both cases they are being used to
669 * some extent.
670 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
671 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
672 * running 1.4 yet!
675 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
676 * Instead, we need to setup the FinalCombiner properly.
678 * The default setup for the FinalCombiner is:
680 * <variable> <input> <mapping> <usage>
681 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
682 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
683 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
684 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
685 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
686 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
687 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
689 * That's pretty much fine as it is, except for variable B, which needs to take
690 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
691 * whether WINED3DRS_SPECULARENABLE is enabled or not.
694 TRACE("Setting specular enable state and materials\n");
695 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
696 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
697 checkGLcall("glMaterialfv");
699 if (stateblock->material.Power > gl_info->limits.shininess)
701 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
702 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
703 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
704 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
705 * them, it should be safe to do so without major visual distortions.
707 WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
708 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
709 } else {
710 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
712 checkGLcall("glMaterialf(GL_SHININESS)");
714 if (context->gl_info->supported[EXT_SECONDARY_COLOR])
716 glEnable(GL_COLOR_SUM_EXT);
718 else
720 TRACE("Specular colors cannot be enabled in this version of opengl\n");
722 checkGLcall("glEnable(GL_COLOR_SUM)");
724 if (context->gl_info->supported[NV_REGISTER_COMBINERS])
726 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
727 checkGLcall("glFinalCombinerInputNV()");
729 } else {
730 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
732 /* for the case of enabled lighting: */
733 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
734 checkGLcall("glMaterialfv");
736 /* for the case of disabled lighting: */
737 if (context->gl_info->supported[EXT_SECONDARY_COLOR])
739 glDisable(GL_COLOR_SUM_EXT);
741 else
743 TRACE("Specular colors cannot be disabled in this version of opengl\n");
745 checkGLcall("glDisable(GL_COLOR_SUM)");
747 if (context->gl_info->supported[NV_REGISTER_COMBINERS])
749 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
750 checkGLcall("glFinalCombinerInputNV()");
754 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
755 stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
756 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
757 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
758 stateblock->material.Ambient.r, stateblock->material.Ambient.g,
759 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
760 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
761 stateblock->material.Specular.r, stateblock->material.Specular.g,
762 stateblock->material.Specular.b, stateblock->material.Specular.a);
763 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
764 stateblock->material.Emissive.r, stateblock->material.Emissive.g,
765 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
767 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
768 checkGLcall("glMaterialfv(GL_AMBIENT)");
769 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
770 checkGLcall("glMaterialfv(GL_DIFFUSE)");
771 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
772 checkGLcall("glMaterialfv(GL_EMISSION)");
775 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
777 unsigned int i;
779 /* Note the texture color applies to all textures whereas
780 * GL_TEXTURE_ENV_COLOR applies to active only
782 float col[4];
783 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
785 /* And now the default texture color as well */
786 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
788 /* Note the WINED3DRS value applies to all textures, but GL has one
789 * per texture, so apply it now ready to be used!
791 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
792 checkGLcall("glActiveTextureARB");
794 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
795 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
799 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
800 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
802 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
803 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
804 GL_EXTCALL(glActiveStencilFaceEXT(face));
805 checkGLcall("glActiveStencilFaceEXT(...)");
806 glStencilFunc(func, ref, mask);
807 checkGLcall("glStencilFunc(...)");
808 glStencilOp(stencilFail, depthFail, stencilPass);
809 checkGLcall("glStencilOp(...)");
812 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
814 DWORD onesided_enable = FALSE;
815 DWORD twosided_enable = FALSE;
816 GLint func = GL_ALWAYS;
817 GLint func_ccw = GL_ALWAYS;
818 GLint ref = 0;
819 GLuint mask = 0;
820 GLint stencilFail = GL_KEEP;
821 GLint depthFail = GL_KEEP;
822 GLint stencilPass = GL_KEEP;
823 GLint stencilFail_ccw = GL_KEEP;
824 GLint depthFail_ccw = GL_KEEP;
825 GLint stencilPass_ccw = GL_KEEP;
827 /* No stencil test without a stencil buffer. */
828 if (!stateblock->device->stencilBufferTarget)
830 glDisable(GL_STENCIL_TEST);
831 checkGLcall("glDisable GL_STENCIL_TEST");
832 return;
835 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
836 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
837 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
838 func = GL_ALWAYS;
839 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
840 func_ccw = GL_ALWAYS;
841 ref = stateblock->renderState[WINED3DRS_STENCILREF];
842 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
843 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
844 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
845 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
846 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
847 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
848 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
850 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
851 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
852 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
853 onesided_enable, twosided_enable, ref, mask,
854 func, stencilFail, depthFail, stencilPass,
855 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
857 if (twosided_enable && onesided_enable) {
858 glEnable(GL_STENCIL_TEST);
859 checkGLcall("glEnable GL_STENCIL_TEST");
861 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
863 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
864 * which has an effect on the code below too. If we apply the front face
865 * afterwards, we are sure that the active stencil face is set to front,
866 * and other stencil functions which do not use two sided stencil do not have
867 * to set it back
869 renderstate_stencil_twosided(context, GL_BACK,
870 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
871 renderstate_stencil_twosided(context, GL_FRONT,
872 func, ref, mask, stencilFail, depthFail, stencilPass);
874 else if (context->gl_info->supported[ATI_SEPARATE_STENCIL])
876 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
877 checkGLcall("glStencilFuncSeparateATI(...)");
878 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
879 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
880 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
881 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
882 } else {
883 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
886 else if(onesided_enable)
888 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
890 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
891 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
894 /* This code disables the ATI extension as well, since the standard stencil functions are equal
895 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
897 glEnable(GL_STENCIL_TEST);
898 checkGLcall("glEnable GL_STENCIL_TEST");
899 glStencilFunc(func, ref, mask);
900 checkGLcall("glStencilFunc(...)");
901 glStencilOp(stencilFail, depthFail, stencilPass);
902 checkGLcall("glStencilOp(...)");
903 } else {
904 glDisable(GL_STENCIL_TEST);
905 checkGLcall("glDisable GL_STENCIL_TEST");
909 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
911 DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
913 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
914 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
915 glStencilMask(mask);
916 checkGLcall("glStencilMask");
917 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
918 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
919 glStencilMask(mask);
922 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
924 DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
926 glStencilMask(mask);
927 checkGLcall("glStencilMask");
930 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
933 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
935 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
937 /* Table fog on: Never use fog coords, and use per-fragment fog */
938 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
939 glHint(GL_FOG_HINT, GL_NICEST);
940 if(context->fog_coord) {
941 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
942 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
943 context->fog_coord = FALSE;
945 return;
948 /* Otherwise use per-vertex fog in any case */
949 glHint(GL_FOG_HINT, GL_FASTEST);
951 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
952 /* No fog at all, or transformed vertices: Use fog coord */
953 if(!context->fog_coord) {
954 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
955 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
956 context->fog_coord = TRUE;
958 } else {
959 /* Otherwise, use the fragment depth */
960 if(context->fog_coord) {
961 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
962 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
963 context->fog_coord = FALSE;
968 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
970 float fogstart, fogend;
971 union {
972 DWORD d;
973 float f;
974 } tmpvalue;
976 switch(context->fog_source) {
977 case FOGSOURCE_VS:
978 fogstart = 1.0f;
979 fogend = 0.0f;
980 break;
982 case FOGSOURCE_COORD:
983 fogstart = 255.0f;
984 fogend = 0.0f;
985 break;
987 case FOGSOURCE_FFP:
988 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
989 fogstart = tmpvalue.f;
990 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
991 fogend = tmpvalue.f;
992 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
993 if(fogstart == fogend) {
994 fogstart = -1.0f / 0.0f;
995 fogend = 0.0f;
997 break;
999 default:
1000 /* This should not happen.context->fog_source is set in wined3d, not the app.
1001 * Still this is needed to make the compiler happy
1003 ERR("Unexpected fog coordinate source\n");
1004 fogstart = 0.0f;
1005 fogend = 0.0f;
1008 glFogf(GL_FOG_START, fogstart);
1009 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1010 TRACE("Fog Start == %f\n", fogstart);
1012 glFogf(GL_FOG_END, fogend);
1013 checkGLcall("glFogf(GL_FOG_END, fogend)");
1014 TRACE("Fog End == %f\n", fogend);
1017 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1019 enum fogsource new_source;
1021 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1023 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
1024 /* No fog? Disable it, and we're done :-) */
1025 glDisableWINE(GL_FOG);
1026 checkGLcall("glDisable GL_FOG");
1027 return;
1030 /* Fog Rules:
1032 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1033 * It can use the Z value of the vertex, or the alpha component of the specular color.
1034 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1035 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1036 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1038 * FOGTABLEMODE != NONE:
1039 * The Z value is used, with the equation specified, no matter what vertex type.
1041 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1042 * Per vertex fog is calculated using the specified fog equation and the parameters
1044 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1045 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1046 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1049 * Rules for vertex fog with shaders:
1051 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1052 * the fog computation to happen during transformation while openGL expects it to happen
1053 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1054 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1055 * To solve this problem, WineD3D does:
1056 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1057 * shader,
1058 * and 2) disables the fog computation (in either the fixed function or programmable
1059 * rasterizer) if using a vertex program.
1061 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1062 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1063 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1064 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1065 * There are some GL differences between specular fog coords and vertex shaders though.
1067 * With table fog the vertex shader fog coordinate is ignored.
1069 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1070 * without shaders).
1073 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1074 * the system will apply only pixel(=table) fog effects."
1076 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1077 if(use_vs(stateblock)) {
1078 glFogi(GL_FOG_MODE, GL_LINEAR);
1079 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1080 new_source = FOGSOURCE_VS;
1081 } else {
1082 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1083 /* If processed vertices are used, fall through to the NONE case */
1084 case WINED3DFOG_EXP:
1085 if(!context->last_was_rhw) {
1086 glFogi(GL_FOG_MODE, GL_EXP);
1087 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1088 new_source = FOGSOURCE_FFP;
1089 break;
1091 /* drop through */
1093 case WINED3DFOG_EXP2:
1094 if(!context->last_was_rhw) {
1095 glFogi(GL_FOG_MODE, GL_EXP2);
1096 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1097 new_source = FOGSOURCE_FFP;
1098 break;
1100 /* drop through */
1102 case WINED3DFOG_LINEAR:
1103 if(!context->last_was_rhw) {
1104 glFogi(GL_FOG_MODE, GL_LINEAR);
1105 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1106 new_source = FOGSOURCE_FFP;
1107 break;
1109 /* drop through */
1111 case WINED3DFOG_NONE:
1112 /* Both are none? According to msdn the alpha channel of the specular
1113 * color contains a fog factor. Set it in drawStridedSlow.
1114 * Same happens with Vertexfog on transformed vertices
1116 new_source = FOGSOURCE_COORD;
1117 glFogi(GL_FOG_MODE, GL_LINEAR);
1118 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1119 break;
1121 default:
1122 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1123 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1126 } else {
1127 new_source = FOGSOURCE_FFP;
1129 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1130 case WINED3DFOG_EXP:
1131 glFogi(GL_FOG_MODE, GL_EXP);
1132 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1133 break;
1135 case WINED3DFOG_EXP2:
1136 glFogi(GL_FOG_MODE, GL_EXP2);
1137 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1138 break;
1140 case WINED3DFOG_LINEAR:
1141 glFogi(GL_FOG_MODE, GL_LINEAR);
1142 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1143 break;
1145 case WINED3DFOG_NONE: /* Won't happen */
1146 default:
1147 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1151 glEnableWINE(GL_FOG);
1152 checkGLcall("glEnable GL_FOG");
1153 if(new_source != context->fog_source) {
1154 context->fog_source = new_source;
1155 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1159 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1161 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1162 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1166 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1168 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1169 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1170 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1171 } else {
1172 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1173 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1177 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1179 float col[4];
1180 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1181 glFogfv(GL_FOG_COLOR, &col[0]);
1182 checkGLcall("glFog GL_FOG_COLOR");
1185 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1187 union {
1188 DWORD d;
1189 float f;
1190 } tmpvalue;
1191 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1192 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1193 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1196 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1198 IWineD3DDeviceImpl *device = stateblock->device;
1199 GLenum Parm = 0;
1201 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1202 * The vertex declaration will call this function if the fixed function pipeline is used.
1205 if(isStateDirty(context, STATE_VDECL)) {
1206 return;
1209 context->num_untracked_materials = 0;
1210 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1211 && stateblock->renderState[WINED3DRS_COLORVERTEX])
1213 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1214 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1215 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1216 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1217 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1219 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1220 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1221 Parm = GL_AMBIENT_AND_DIFFUSE;
1222 } else {
1223 Parm = GL_DIFFUSE;
1225 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1226 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1227 context->num_untracked_materials++;
1229 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1230 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1231 context->num_untracked_materials++;
1233 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1234 Parm = GL_AMBIENT;
1235 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1236 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1237 context->num_untracked_materials++;
1239 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1240 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1241 context->num_untracked_materials++;
1243 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1244 Parm = GL_EMISSION;
1245 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1246 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1247 context->num_untracked_materials++;
1249 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1250 Parm = GL_SPECULAR;
1254 /* Nothing changed, return. */
1255 if (Parm == context->tracking_parm) return;
1257 if(!Parm) {
1258 glDisable(GL_COLOR_MATERIAL);
1259 checkGLcall("glDisable GL_COLOR_MATERIAL");
1260 } else {
1261 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1262 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1263 glEnable(GL_COLOR_MATERIAL);
1264 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1267 /* Apparently calls to glMaterialfv are ignored for properties we're
1268 * tracking with glColorMaterial, so apply those here. */
1269 switch (context->tracking_parm) {
1270 case GL_AMBIENT_AND_DIFFUSE:
1271 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1272 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1273 checkGLcall("glMaterialfv");
1274 break;
1276 case GL_DIFFUSE:
1277 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1278 checkGLcall("glMaterialfv");
1279 break;
1281 case GL_AMBIENT:
1282 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1283 checkGLcall("glMaterialfv");
1284 break;
1286 case GL_EMISSION:
1287 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1288 checkGLcall("glMaterialfv");
1289 break;
1291 case GL_SPECULAR:
1292 /* Only change material color if specular is enabled, otherwise it is set to black */
1293 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1294 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1295 checkGLcall("glMaterialfv");
1296 } else {
1297 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1298 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1299 checkGLcall("glMaterialfv");
1301 break;
1304 context->tracking_parm = Parm;
1307 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1309 union {
1310 DWORD d;
1311 WINED3DLINEPATTERN lp;
1312 } tmppattern;
1313 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1315 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1317 if (tmppattern.lp.wRepeatFactor) {
1318 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1319 checkGLcall("glLineStipple(repeat, linepattern)");
1320 glEnable(GL_LINE_STIPPLE);
1321 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1322 } else {
1323 glDisable(GL_LINE_STIPPLE);
1324 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1328 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1330 union {
1331 DWORD d;
1332 float f;
1333 } tmpvalue;
1335 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1336 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1337 TRACE("ZBias value %f\n", tmpvalue.f);
1338 glPolygonOffset(0, -tmpvalue.f);
1339 checkGLcall("glPolygonOffset(0, -Value)");
1340 glEnable(GL_POLYGON_OFFSET_FILL);
1341 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1342 glEnable(GL_POLYGON_OFFSET_LINE);
1343 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1344 glEnable(GL_POLYGON_OFFSET_POINT);
1345 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1346 } else {
1347 glDisable(GL_POLYGON_OFFSET_FILL);
1348 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1349 glDisable(GL_POLYGON_OFFSET_LINE);
1350 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1351 glDisable(GL_POLYGON_OFFSET_POINT);
1352 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1357 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1359 if(isStateDirty(context, STATE_VDECL)) {
1360 return;
1362 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1363 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1364 * by zero and is not properly defined in opengl, so avoid it
1366 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1367 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1369 glEnable(GL_NORMALIZE);
1370 checkGLcall("glEnable(GL_NORMALIZE);");
1371 } else {
1372 glDisable(GL_NORMALIZE);
1373 checkGLcall("glDisable(GL_NORMALIZE);");
1377 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1379 union {
1380 DWORD d;
1381 float f;
1382 } tmpvalue;
1384 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1385 if (tmpvalue.f != 1.0f)
1387 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1389 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1390 if (tmpvalue.f != 64.0f)
1392 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1397 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1399 union {
1400 DWORD d;
1401 float f;
1402 } min, max;
1404 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1405 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1407 /* Max point size trumps min point size */
1408 if(min.f > max.f) {
1409 min.f = max.f;
1412 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1413 checkGLcall("glPointParameterfEXT(...)");
1414 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1415 checkGLcall("glPointParameterfEXT(...)");
1418 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1420 union {
1421 DWORD d;
1422 float f;
1423 } min, max;
1425 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1426 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1428 /* Max point size trumps min point size */
1429 if(min.f > max.f) {
1430 min.f = max.f;
1433 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1434 checkGLcall("glPointParameterfARB(...)");
1435 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1436 checkGLcall("glPointParameterfARB(...)");
1439 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1441 const struct wined3d_gl_info *gl_info = context->gl_info;
1442 /* TODO: Group this with the viewport */
1444 * POINTSCALEENABLE controls how point size value is treated. If set to
1445 * true, the point size is scaled with respect to height of viewport.
1446 * When set to false point size is in pixels.
1449 /* Default values */
1450 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1451 union {
1452 DWORD d;
1453 float f;
1454 } pointSize, A, B, C;
1456 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1457 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1458 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1459 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1461 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1462 GLfloat scaleFactor;
1463 float h = stateblock->viewport.Height;
1465 if (pointSize.f < gl_info->limits.pointsize_min)
1467 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1468 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1469 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1470 * are less than 1.0f. scale_factor = 1.0f / point_size.
1472 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1473 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1474 * is 1.0, but then accepts points below that and draws too small points
1476 pointSize.f = gl_info->limits.pointsize_min;
1478 else if(pointSize.f > gl_info->limits.pointsize_max)
1480 /* gl already scales the input to glPointSize,
1481 * d3d scales the result after the point size scale.
1482 * If the point size is bigger than the max size, use the
1483 * scaling to scale it bigger, and set the gl point size to max
1485 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1486 TRACE("scale: %f\n", scaleFactor);
1487 pointSize.f = gl_info->limits.pointsize_max;
1488 } else {
1489 scaleFactor = 1.0f;
1491 scaleFactor = pow(h * scaleFactor, 2);
1493 att[0] = A.f / scaleFactor;
1494 att[1] = B.f / scaleFactor;
1495 att[2] = C.f / scaleFactor;
1498 if (context->gl_info->supported[ARB_POINT_PARAMETERS])
1500 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1501 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1503 else if (context->gl_info->supported[EXT_POINT_PARAMETERS])
1505 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1506 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1507 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1508 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1511 glPointSize(pointSize.f);
1512 checkGLcall("glPointSize(...);");
1515 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1517 WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
1520 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1522 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1524 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1525 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1526 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1527 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1528 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1529 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1530 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1531 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1532 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1533 checkGLcall("glColorMask(...)");
1535 /* depends on WINED3DRS_COLORWRITEENABLE. */
1536 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1537 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1538 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1539 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1540 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1541 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1542 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1546 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1548 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1549 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1550 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1551 } else {
1552 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1553 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1557 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1559 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1560 TRACE("Last Pixel Drawing Enabled\n");
1561 } else {
1562 static BOOL warned;
1563 if (!warned) {
1564 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1565 warned = TRUE;
1566 } else {
1567 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1572 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1574 static BOOL warned;
1576 /* TODO: NV_POINT_SPRITE */
1577 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1578 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1579 FIXME("Point sprites not supported\n");
1580 warned = TRUE;
1584 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1586 const struct wined3d_gl_info *gl_info = context->gl_info;
1588 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE])
1590 static BOOL warned;
1592 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1594 if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1596 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1597 warned = TRUE;
1601 glEnable(GL_POINT_SPRITE_ARB);
1602 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1603 } else {
1604 glDisable(GL_POINT_SPRITE_ARB);
1605 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1609 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1612 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1613 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1614 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1615 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1617 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1619 TRACE("Stub\n");
1620 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1621 stateblock->renderState[WINED3DRS_WRAP1] ||
1622 stateblock->renderState[WINED3DRS_WRAP2] ||
1623 stateblock->renderState[WINED3DRS_WRAP3] ||
1624 stateblock->renderState[WINED3DRS_WRAP4] ||
1625 stateblock->renderState[WINED3DRS_WRAP5] ||
1626 stateblock->renderState[WINED3DRS_WRAP6] ||
1627 stateblock->renderState[WINED3DRS_WRAP7] ||
1628 stateblock->renderState[WINED3DRS_WRAP8] ||
1629 stateblock->renderState[WINED3DRS_WRAP9] ||
1630 stateblock->renderState[WINED3DRS_WRAP10] ||
1631 stateblock->renderState[WINED3DRS_WRAP11] ||
1632 stateblock->renderState[WINED3DRS_WRAP12] ||
1633 stateblock->renderState[WINED3DRS_WRAP13] ||
1634 stateblock->renderState[WINED3DRS_WRAP14] ||
1635 stateblock->renderState[WINED3DRS_WRAP15] ) {
1636 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported\n");
1640 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1642 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1643 WARN("Multisample antialiasing not supported by gl\n");
1647 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1649 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1650 glEnable(GL_MULTISAMPLE_ARB);
1651 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1652 } else {
1653 glDisable(GL_MULTISAMPLE_ARB);
1654 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1658 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1660 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1661 glEnable(GL_SCISSOR_TEST);
1662 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1663 } else {
1664 glDisable(GL_SCISSOR_TEST);
1665 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1669 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1671 union {
1672 DWORD d;
1673 float f;
1674 } tmpvalue;
1676 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1677 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1678 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1679 glEnable(GL_POLYGON_OFFSET_FILL);
1680 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1681 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1682 checkGLcall("glPolygonOffset(...)");
1683 } else {
1684 glDisable(GL_POLYGON_OFFSET_FILL);
1685 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1689 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1691 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1692 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1693 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1694 } else {
1695 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1696 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1700 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1702 TRACE("Stub\n");
1703 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1704 FIXME(" Stippled Alpha not supported yet.\n");
1707 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1709 TRACE("Stub\n");
1710 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1711 FIXME(" Antialias not supported yet.\n");
1714 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1716 TRACE("Stub\n");
1717 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1718 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1721 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1723 TRACE("Stub\n");
1724 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1725 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1728 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1730 union {
1731 DWORD d;
1732 float f;
1733 } tmpvalue;
1734 tmpvalue.f = 1.0f;
1736 TRACE("Stub\n");
1737 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1739 static BOOL displayed = FALSE;
1741 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1742 if(!displayed)
1743 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1745 displayed = TRUE;
1749 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1751 TRACE("Stub\n");
1752 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1753 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1756 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1758 TRACE("Stub\n");
1759 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1760 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1763 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1765 TRACE("Stub\n");
1766 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1767 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1770 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1772 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1773 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1777 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1779 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1780 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1784 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1786 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1787 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1791 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1793 if(stateblock->renderState[WINED3DRS_ROP2]) {
1794 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1798 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1800 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1801 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1805 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1807 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1808 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1812 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1814 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1815 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1819 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1821 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1822 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1826 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1828 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1829 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1833 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1835 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1836 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1840 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1842 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1843 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1847 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1849 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1850 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1854 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1856 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1857 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1861 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1863 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1864 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1868 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1870 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1871 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1875 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1877 if (stateblock->renderState[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1879 FIXME("Software vertex processing not implemented.\n");
1883 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1884 #if defined (GL_VERSION_1_3)
1885 # define useext(A) A
1886 #elif defined (GL_EXT_texture_env_combine)
1887 # define useext(A) A##_EXT
1888 #elif defined (GL_ARB_texture_env_combine)
1889 # define useext(A) A##_ARB
1890 #endif
1892 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1893 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1894 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1895 * flag specifies the complement of the input should be used. */
1896 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1897 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1899 /* Calculate the operand */
1900 if (complement) {
1901 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1902 else *operand = GL_ONE_MINUS_SRC_COLOR;
1903 } else {
1904 if (from_alpha) *operand = GL_SRC_ALPHA;
1905 else *operand = GL_SRC_COLOR;
1908 /* Calculate the source */
1909 switch (arg & WINED3DTA_SELECTMASK) {
1910 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1911 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1912 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1913 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1914 case WINED3DTA_SPECULAR:
1916 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1917 * 'Secondary color' and isn't supported until base GL supports it
1918 * There is no concept of temp registers as far as I can tell
1920 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1921 *source = GL_TEXTURE;
1922 break;
1923 default:
1924 FIXME("Unrecognized texture arg %#x\n", arg);
1925 *source = GL_TEXTURE;
1926 break;
1930 /* Setup the texture operations texture stage states */
1931 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
1932 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1934 GLenum src1, src2, src3;
1935 GLenum opr1, opr2, opr3;
1936 GLenum comb_target;
1937 GLenum src0_target, src1_target, src2_target;
1938 GLenum opr0_target, opr1_target, opr2_target;
1939 GLenum scal_target;
1940 GLenum opr=0, invopr, src3_target, opr3_target;
1941 BOOL Handled = FALSE;
1942 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1944 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1946 /* This is called by a state handler which has the gl lock held and a context for the thread */
1948 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1949 the form (a1 <operation> a2). However, some of the more complex operations
1950 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1951 in a third parameter called a0. Therefore these are operations of the form
1952 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1954 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1955 functions below, expect their syntax to differ slightly to those listed in the
1956 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1957 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1959 if (isAlpha) {
1960 comb_target = useext(GL_COMBINE_ALPHA);
1961 src0_target = useext(GL_SOURCE0_ALPHA);
1962 src1_target = useext(GL_SOURCE1_ALPHA);
1963 src2_target = useext(GL_SOURCE2_ALPHA);
1964 opr0_target = useext(GL_OPERAND0_ALPHA);
1965 opr1_target = useext(GL_OPERAND1_ALPHA);
1966 opr2_target = useext(GL_OPERAND2_ALPHA);
1967 scal_target = GL_ALPHA_SCALE;
1969 else {
1970 comb_target = useext(GL_COMBINE_RGB);
1971 src0_target = useext(GL_SOURCE0_RGB);
1972 src1_target = useext(GL_SOURCE1_RGB);
1973 src2_target = useext(GL_SOURCE2_RGB);
1974 opr0_target = useext(GL_OPERAND0_RGB);
1975 opr1_target = useext(GL_OPERAND1_RGB);
1976 opr2_target = useext(GL_OPERAND2_RGB);
1977 scal_target = useext(GL_RGB_SCALE);
1980 /* If a texture stage references an invalid texture unit the stage just
1981 * passes through the result from the previous stage */
1982 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1983 arg1 = WINED3DTA_CURRENT;
1984 op = WINED3DTOP_SELECTARG1;
1987 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1988 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1989 } else {
1990 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1992 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1993 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1995 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1997 Handled = TRUE; /* Assume will be handled */
1999 /* Other texture operations require special extensions: */
2000 if (context->gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2002 if (isAlpha) {
2003 opr = GL_SRC_ALPHA;
2004 invopr = GL_ONE_MINUS_SRC_ALPHA;
2005 src3_target = GL_SOURCE3_ALPHA_NV;
2006 opr3_target = GL_OPERAND3_ALPHA_NV;
2007 } else {
2008 opr = GL_SRC_COLOR;
2009 invopr = GL_ONE_MINUS_SRC_COLOR;
2010 src3_target = GL_SOURCE3_RGB_NV;
2011 opr3_target = GL_OPERAND3_RGB_NV;
2013 switch (op) {
2014 case WINED3DTOP_DISABLE: /* Only for alpha */
2015 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2016 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2017 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2018 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2019 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2020 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2021 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2022 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2023 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2024 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2025 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2026 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2027 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2028 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2029 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2030 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2031 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2032 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2033 break;
2034 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2035 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2036 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2037 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2038 if (op == WINED3DTOP_SELECTARG1) {
2039 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2040 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2041 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2042 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2043 } else {
2044 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2045 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2046 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2047 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2049 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2050 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2051 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2052 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2053 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2054 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2055 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2056 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2057 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2058 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2059 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2060 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2061 break;
2063 case WINED3DTOP_MODULATE:
2064 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2065 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2066 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2067 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2068 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2069 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2070 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2071 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2072 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2073 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2074 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2075 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2076 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2077 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2078 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2079 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2080 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2081 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2082 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2083 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2084 break;
2085 case WINED3DTOP_MODULATE2X:
2086 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2087 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
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, src2);
2093 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2094 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2095 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2096 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2097 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2098 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2099 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2100 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2101 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2102 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2103 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2104 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2105 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2106 break;
2107 case WINED3DTOP_MODULATE4X:
2108 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2109 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2110 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2111 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2112 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2113 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2114 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2115 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2116 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2117 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2118 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2119 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2120 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2121 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2122 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2123 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2124 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2125 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2126 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2127 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2128 break;
2130 case WINED3DTOP_ADD:
2131 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2132 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2133 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2134 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2135 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2136 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2137 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2138 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2139 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2140 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2141 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2142 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2143 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2144 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2145 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2146 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2147 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2148 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2149 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2150 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2151 break;
2153 case WINED3DTOP_ADDSIGNED:
2154 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2155 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2156 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2157 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2158 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2159 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2160 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2161 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2162 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2163 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2164 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2165 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2166 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2167 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2168 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2169 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2170 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2171 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2172 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2173 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2174 break;
2176 case WINED3DTOP_ADDSIGNED2X:
2177 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2178 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2179 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2180 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2181 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2182 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2183 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2184 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2185 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2186 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2187 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2188 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2189 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2190 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2191 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2192 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2193 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2194 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2195 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2196 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2197 break;
2199 case WINED3DTOP_ADDSMOOTH:
2200 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2201 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2202 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2203 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2204 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2205 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2206 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2207 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2208 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2209 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2210 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2211 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2212 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2213 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2214 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2215 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2216 switch (opr1) {
2217 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2218 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2219 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2220 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2222 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2223 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2224 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2225 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2226 break;
2228 case WINED3DTOP_BLENDDIFFUSEALPHA:
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, useext(GL_PRIMARY_COLOR));
2236 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2237 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2238 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2239 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2240 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2241 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2242 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2243 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2244 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2245 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2246 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2247 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2248 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2249 break;
2250 case WINED3DTOP_BLENDTEXTUREALPHA:
2251 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2252 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2253 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2254 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2255 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2256 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2257 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2258 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2259 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2260 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2261 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2262 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2263 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2264 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2265 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2266 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2267 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2268 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2269 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2270 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2271 break;
2272 case WINED3DTOP_BLENDFACTORALPHA:
2273 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2274 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2275 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2276 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2277 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2278 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2279 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2280 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2281 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2282 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2283 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2284 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2285 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2286 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2287 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2288 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2289 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2290 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2291 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2292 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2293 break;
2294 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2295 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2296 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2297 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2298 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2299 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2300 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2301 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2302 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2303 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2304 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2305 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2306 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2307 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2308 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2309 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2310 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2311 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2312 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2313 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2314 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2315 break;
2316 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2317 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2318 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2319 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2320 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2321 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2322 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2323 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2324 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2325 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2326 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2327 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2328 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2329 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2330 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2331 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2332 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2333 switch (opr) {
2334 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2335 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2337 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2338 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2339 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2340 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2341 break;
2342 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2343 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2344 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2345 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2346 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2347 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2348 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2349 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2350 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2351 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2352 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2353 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2354 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2355 switch (opr1) {
2356 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2357 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2359 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2360 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2361 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2362 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2363 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2364 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2365 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2366 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2367 break;
2368 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2369 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2370 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2371 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2372 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2373 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2374 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2375 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2376 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2377 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2378 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2379 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2380 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2381 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2382 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2383 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2384 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2385 switch (opr1) {
2386 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2387 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2388 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2389 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2391 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2392 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2393 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2394 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2395 break;
2396 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2397 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2398 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2399 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2400 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2401 switch (opr1) {
2402 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2403 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2404 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2405 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2407 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2408 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2409 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2410 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2411 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2412 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2413 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2414 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2415 switch (opr1) {
2416 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2417 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2419 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2420 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2421 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2422 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2423 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2424 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2425 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2426 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2427 break;
2428 case WINED3DTOP_MULTIPLYADD:
2429 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2430 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2431 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2432 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2433 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2434 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2435 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2436 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2437 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2438 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2439 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2440 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2441 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2442 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2443 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2444 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2445 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2446 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2447 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2448 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2449 break;
2451 case WINED3DTOP_BUMPENVMAP:
2455 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2456 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2458 default:
2459 Handled = FALSE;
2461 if (Handled) {
2462 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2463 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2465 return;
2467 } /* GL_NV_texture_env_combine4 */
2469 Handled = TRUE; /* Again, assume handled */
2470 switch (op) {
2471 case WINED3DTOP_DISABLE: /* Only for alpha */
2472 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2473 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2474 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2475 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2476 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2477 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2478 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2479 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2480 break;
2481 case WINED3DTOP_SELECTARG1:
2482 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2483 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2484 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2485 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2486 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2487 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2488 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2489 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2490 break;
2491 case WINED3DTOP_SELECTARG2:
2492 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2493 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2494 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2495 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2496 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2497 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2498 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2499 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2500 break;
2501 case WINED3DTOP_MODULATE:
2502 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2503 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2504 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2505 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2506 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2507 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2508 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2509 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2510 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2511 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2512 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2513 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2514 break;
2515 case WINED3DTOP_MODULATE2X:
2516 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2517 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2518 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2519 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2520 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2521 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2522 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2523 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2524 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2525 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2526 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2527 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2528 break;
2529 case WINED3DTOP_MODULATE4X:
2530 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2531 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2532 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2533 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2534 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2535 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2536 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2537 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2538 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2539 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2540 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2541 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2542 break;
2543 case WINED3DTOP_ADD:
2544 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2545 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2546 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2547 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2548 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2549 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2550 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2551 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2552 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2553 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2554 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2555 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2556 break;
2557 case WINED3DTOP_ADDSIGNED:
2558 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2559 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2560 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2561 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2562 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2563 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2564 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2565 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2566 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2567 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2568 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2569 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2570 break;
2571 case WINED3DTOP_ADDSIGNED2X:
2572 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2573 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2574 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2575 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2576 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2577 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2578 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2579 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2580 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2581 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2582 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2583 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2584 break;
2585 case WINED3DTOP_SUBTRACT:
2586 if (context->gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2588 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2589 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2590 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2591 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2592 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2593 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2594 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2595 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2596 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2597 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2598 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2599 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2600 } else {
2601 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2603 break;
2605 case WINED3DTOP_BLENDDIFFUSEALPHA:
2606 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2607 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2608 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2609 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2610 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2611 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2612 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2613 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2614 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2615 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2616 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2617 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2618 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2619 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2620 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2621 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2622 break;
2623 case WINED3DTOP_BLENDTEXTUREALPHA:
2624 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2625 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2626 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2627 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2628 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2629 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2630 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2631 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2632 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2633 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2634 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2635 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2636 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2637 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2638 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2639 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2640 break;
2641 case WINED3DTOP_BLENDFACTORALPHA:
2642 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2643 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2644 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2645 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2646 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2647 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2648 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2649 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2650 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2651 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2652 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2653 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2654 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2655 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2656 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2657 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2658 break;
2659 case WINED3DTOP_BLENDCURRENTALPHA:
2660 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2661 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2662 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2663 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2664 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2665 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2666 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2667 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2668 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2669 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2670 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2671 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2672 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2673 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2674 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2675 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2676 break;
2677 case WINED3DTOP_DOTPRODUCT3:
2678 if (context->gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2680 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2681 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2683 else if (context->gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2685 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2686 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2687 } else {
2688 FIXME("This version of opengl does not support GL_DOT3\n");
2690 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2691 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2692 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2693 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2694 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2695 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2696 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2697 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2698 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2699 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2700 break;
2701 case WINED3DTOP_LERP:
2702 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2703 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2704 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2705 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2706 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2707 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2708 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2709 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2710 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2711 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2712 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2713 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2714 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2715 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2716 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2717 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2718 break;
2719 case WINED3DTOP_ADDSMOOTH:
2720 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2722 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2723 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2724 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2725 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2726 switch (opr1) {
2727 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2728 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2729 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2730 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2732 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2733 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2734 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2735 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2736 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2737 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2738 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2739 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2740 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2741 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2742 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2743 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2744 } else
2745 Handled = FALSE;
2746 break;
2747 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2748 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2750 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2751 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2752 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2753 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2754 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2755 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2756 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2757 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2758 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2759 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2760 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2761 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2762 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2763 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2764 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2765 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2766 } else
2767 Handled = FALSE;
2768 break;
2769 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2770 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2772 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2773 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2774 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2775 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2776 switch (opr1) {
2777 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2778 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2779 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2780 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2782 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2783 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2784 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2785 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2786 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2787 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2788 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2789 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2790 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2791 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2792 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2793 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2794 } else
2795 Handled = FALSE;
2796 break;
2797 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2798 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2800 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2801 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2802 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2803 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2804 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2805 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2806 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2807 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2808 switch (opr1) {
2809 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2810 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2811 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2812 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2814 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2815 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2816 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2817 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2818 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2819 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2820 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2821 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2822 } else
2823 Handled = FALSE;
2824 break;
2825 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2826 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2828 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2829 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2830 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2831 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2832 switch (opr1) {
2833 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2834 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2835 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2836 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2838 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2839 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2840 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2841 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2842 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2843 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2844 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2845 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2846 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2847 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2848 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2849 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2850 } else
2851 Handled = FALSE;
2852 break;
2853 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2854 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2856 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2857 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2858 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2859 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2860 switch (opr1) {
2861 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2862 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2863 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2864 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2866 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2867 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2868 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2869 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2870 switch (opr1) {
2871 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2872 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2873 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2874 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2876 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2877 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2878 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2879 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2880 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2881 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2882 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2883 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2884 } else
2885 Handled = FALSE;
2886 break;
2887 case WINED3DTOP_MULTIPLYADD:
2888 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2890 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2891 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2892 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2893 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2894 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2895 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2896 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2897 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2898 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2899 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2900 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2901 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2902 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2903 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2904 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2905 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2906 } else
2907 Handled = FALSE;
2908 break;
2909 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2910 case WINED3DTOP_BUMPENVMAP:
2911 if (context->gl_info->supported[NV_TEXTURE_SHADER2])
2913 /* Technically texture shader support without register combiners is possible, but not expected to occur
2914 * on real world cards, so for now a fixme should be enough
2916 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2918 default:
2919 Handled = FALSE;
2922 if (Handled) {
2923 BOOL combineOK = TRUE;
2924 if (context->gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2926 DWORD op2;
2928 if (isAlpha) {
2929 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2930 } else {
2931 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2934 /* Note: If COMBINE4 in effect can't go back to combine! */
2935 switch (op2) {
2936 case WINED3DTOP_ADDSMOOTH:
2937 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2938 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2939 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2940 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2941 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2942 case WINED3DTOP_MULTIPLYADD:
2943 /* Ignore those implemented in both cases */
2944 switch (op) {
2945 case WINED3DTOP_SELECTARG1:
2946 case WINED3DTOP_SELECTARG2:
2947 combineOK = FALSE;
2948 Handled = FALSE;
2949 break;
2950 default:
2951 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2952 return;
2957 if (combineOK) {
2958 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2959 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2961 return;
2965 /* After all the extensions, if still unhandled, report fixme */
2966 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2970 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2972 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2973 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
2974 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
2975 const struct wined3d_gl_info *gl_info = context->gl_info;
2977 TRACE("Setting color op for stage %d\n", stage);
2979 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2980 if (use_ps(stateblock)) return;
2982 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2984 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2986 if (tex_used && mapped_stage >= gl_info->limits.textures)
2988 FIXME("Attempt to enable unsupported stage!\n");
2989 return;
2991 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2992 checkGLcall("glActiveTextureARB");
2995 if(stage >= stateblock->lowest_disabled_stage) {
2996 TRACE("Stage disabled\n");
2997 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2999 /* Disable everything here */
3000 glDisable(GL_TEXTURE_2D);
3001 checkGLcall("glDisable(GL_TEXTURE_2D)");
3002 glDisable(GL_TEXTURE_3D);
3003 checkGLcall("glDisable(GL_TEXTURE_3D)");
3004 if (context->gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3006 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3007 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3009 if (context->gl_info->supported[ARB_TEXTURE_RECTANGLE])
3011 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3012 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3015 /* All done */
3016 return;
3019 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3020 * if the sampler for this stage is dirty
3022 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3023 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3026 set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
3027 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3028 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3029 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3030 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3033 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3035 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3036 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3037 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3038 DWORD op, arg1, arg2, arg0;
3040 TRACE("Setting alpha op for stage %d\n", stage);
3041 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3042 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3044 if (tex_used && mapped_stage >= context->gl_info->limits.textures)
3046 FIXME("Attempt to enable unsupported stage!\n");
3047 return;
3049 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3050 checkGLcall("glActiveTextureARB");
3053 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3054 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3055 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3056 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3058 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3060 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3062 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3064 IWineD3DSurfaceImpl *surf;
3066 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3068 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
3070 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3071 * properly. On the other hand applications can still use texture combiners apparently. This code
3072 * takes care that apps cannot remove the texture's alpha channel entirely.
3074 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3075 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3076 * and alpha component of diffuse color to draw things like translucent text and perform other
3077 * blending effects.
3079 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3080 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3081 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3082 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3083 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3084 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3085 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3086 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3087 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3088 * alpha.
3090 * What to do with multitexturing? So far no app has been found that uses color keying with
3091 * multitexturing */
3092 if (op == WINED3DTOP_DISABLE)
3094 arg1 = WINED3DTA_TEXTURE;
3095 op = WINED3DTOP_SELECTARG1;
3097 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3099 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3101 arg2 = WINED3DTA_TEXTURE;
3102 op = WINED3DTOP_MODULATE;
3104 else arg1 = WINED3DTA_TEXTURE;
3106 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3108 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3110 arg1 = WINED3DTA_TEXTURE;
3111 op = WINED3DTOP_MODULATE;
3113 else arg2 = WINED3DTA_TEXTURE;
3119 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3120 * this if block here, and the other code(color keying, texture unit selection) are the same
3122 TRACE("Setting alpha op for stage %d\n", stage);
3123 if (context->gl_info->supported[NV_REGISTER_COMBINERS])
3125 set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
3126 mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3128 else
3130 set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
3134 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3136 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3137 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3138 BOOL generated;
3139 int coordIdx;
3141 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3142 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3144 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3145 return;
3148 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3149 if (mapped_stage >= context->gl_info->limits.textures) return;
3151 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3152 checkGLcall("glActiveTextureARB");
3153 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3154 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3156 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3157 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3158 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3159 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3160 : WINED3DFMT_UNKNOWN,
3161 stateblock->device->frag_pipe->ffp_proj_control);
3163 /* The sampler applying function calls us if this changes */
3164 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3166 if(generated) {
3167 FIXME("Non-power2 texture being used with generated texture coords\n");
3169 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3170 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3171 if (!use_ps(stateblock)) {
3172 TRACE("Non power two matrix multiply fixup\n");
3173 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3178 static void unloadTexCoords(const struct wined3d_context *context)
3180 unsigned int texture_idx;
3182 for (texture_idx = 0; texture_idx < context->gl_info->limits.texture_stages; ++texture_idx)
3184 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3185 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3189 static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
3190 const struct wined3d_stream_info *si, GLuint *curVBO)
3192 const UINT *offset = stateblock->streamOffset;
3193 unsigned int mapped_stage = 0;
3194 unsigned int textureNo = 0;
3196 for (textureNo = 0; textureNo < context->gl_info->limits.texture_stages; ++textureNo)
3198 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3200 mapped_stage = stateblock->device->texUnitMap[textureNo];
3201 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3203 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3205 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3207 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3208 textureNo, mapped_stage, coordIdx, e->data);
3210 if (*curVBO != e->buffer_object)
3212 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3213 checkGLcall("glBindBufferARB");
3214 *curVBO = e->buffer_object;
3217 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3218 checkGLcall("glClientActiveTextureARB");
3220 /* The coords to supply depend completely on the fvf / vertex shader */
3221 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3222 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3223 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3224 } else {
3225 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3228 if (context->gl_info->supported[NV_REGISTER_COMBINERS])
3230 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3231 for (textureNo = mapped_stage + 1; textureNo < context->gl_info->limits.textures; ++textureNo)
3233 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3237 checkGLcall("loadTexCoords");
3240 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3242 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3243 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3244 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3245 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3246 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3247 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3249 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3251 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3252 return;
3255 if (mapped_stage >= context->gl_info->limits.fragment_samplers)
3257 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3258 return;
3260 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3261 checkGLcall("glActiveTextureARB");
3263 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3265 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3266 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3267 * means use the vertex position (camera-space) as the input texture coordinates
3268 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3269 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3270 * to the TEXCOORDINDEX value
3272 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3274 case WINED3DTSS_TCI_PASSTHRU:
3275 /* Use the specified texture coordinates contained within the
3276 * vertex format. This value resolves to zero. */
3277 glDisable(GL_TEXTURE_GEN_S);
3278 glDisable(GL_TEXTURE_GEN_T);
3279 glDisable(GL_TEXTURE_GEN_R);
3280 glDisable(GL_TEXTURE_GEN_Q);
3281 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3282 break;
3284 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3285 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3286 * as the input texture coordinates for this stage's texture transformation. This
3287 * equates roughly to EYE_LINEAR */
3289 glMatrixMode(GL_MODELVIEW);
3290 glPushMatrix();
3291 glLoadIdentity();
3292 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3293 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3294 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3295 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3296 glPopMatrix();
3297 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3299 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3300 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3301 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3302 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3304 glEnable(GL_TEXTURE_GEN_S);
3305 glEnable(GL_TEXTURE_GEN_T);
3306 glEnable(GL_TEXTURE_GEN_R);
3307 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3309 break;
3311 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3312 /* Note that NV_TEXGEN_REFLECTION support is implied when
3313 * ARB_TEXTURE_CUBE_MAP is supported */
3314 if (!context->gl_info->supported[NV_TEXGEN_REFLECTION])
3316 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3317 break;
3320 glMatrixMode(GL_MODELVIEW);
3321 glPushMatrix();
3322 glLoadIdentity();
3323 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3324 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3325 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3326 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3327 glPopMatrix();
3328 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3330 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3331 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3332 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3333 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3335 glEnable(GL_TEXTURE_GEN_S);
3336 glEnable(GL_TEXTURE_GEN_T);
3337 glEnable(GL_TEXTURE_GEN_R);
3338 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3340 break;
3342 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3343 /* Note that NV_TEXGEN_REFLECTION support is implied when
3344 * ARB_TEXTURE_CUBE_MAP is supported */
3345 if (!context->gl_info->supported[NV_TEXGEN_REFLECTION])
3347 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3348 break;
3351 glMatrixMode(GL_MODELVIEW);
3352 glPushMatrix();
3353 glLoadIdentity();
3354 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3355 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3356 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3357 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3358 glPopMatrix();
3359 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3361 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3362 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3363 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3364 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3366 glEnable(GL_TEXTURE_GEN_S);
3367 glEnable(GL_TEXTURE_GEN_T);
3368 glEnable(GL_TEXTURE_GEN_R);
3369 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3371 break;
3373 case WINED3DTSS_TCI_SPHEREMAP:
3374 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3375 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3376 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3378 glEnable(GL_TEXTURE_GEN_S);
3379 glEnable(GL_TEXTURE_GEN_T);
3380 glDisable(GL_TEXTURE_GEN_R);
3381 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3383 break;
3385 default:
3386 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3387 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3388 glDisable(GL_TEXTURE_GEN_S);
3389 glDisable(GL_TEXTURE_GEN_T);
3390 glDisable(GL_TEXTURE_GEN_R);
3391 glDisable(GL_TEXTURE_GEN_Q);
3392 checkGLcall("Disable texgen.");
3394 break;
3397 /* Update the texture matrix */
3398 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3399 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3402 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3403 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3404 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3405 * and do all the things linked to it
3406 * TODO: Tidy that up to reload only the arrays of the changed unit
3408 GLuint curVBO = context->gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3410 unloadTexCoords(context);
3411 loadTexCoords(context, stateblock, &stateblock->device->strided_streams, &curVBO);
3415 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3417 IWineD3DDeviceImpl *device = stateblock->device;
3419 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3420 * has an update pending
3422 if(isStateDirty(context, STATE_VDECL) ||
3423 isStateDirty(context, STATE_PIXELSHADER)) {
3424 return;
3427 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3430 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3432 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3434 if (stateblock->pixelShader && stage != 0
3435 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3437 /* The pixel shader has to know the luminance scale. Do a constants update if it
3438 * isn't scheduled anyway
3440 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3441 !isStateDirty(context, STATE_PIXELSHADER)) {
3442 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3447 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3449 const DWORD sampler = state - STATE_SAMPLER(0);
3450 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3452 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3454 if(!texture) return;
3455 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3456 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3457 * scaling is reapplied or removed, the texture matrix has to be reapplied
3459 * The mapped stage is already active because the sampler() function below, which is part of the
3460 * misc pipeline
3462 if(sampler < MAX_TEXTURES) {
3463 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3465 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3467 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3468 else context->lastWasPow2Texture &= ~(1 << sampler);
3469 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3470 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3475 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3477 DWORD sampler = state - STATE_SAMPLER(0);
3478 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3479 const struct wined3d_gl_info *gl_info = context->gl_info;
3480 union {
3481 float f;
3482 DWORD d;
3483 } tmpvalue;
3485 TRACE("Sampler: %d\n", sampler);
3486 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3487 * only has to bind textures and set the per texture states
3490 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3492 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3493 return;
3496 if (mapped_stage >= gl_info->limits.combined_samplers)
3498 return;
3500 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3501 checkGLcall("glActiveTextureARB");
3503 if(stateblock->textures[sampler]) {
3504 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3505 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3506 tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
3507 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3508 basetexture_apply_state_changes(stateblock->textures[sampler],
3509 stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3511 if (context->gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3513 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3514 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3515 GL_TEXTURE_LOD_BIAS_EXT,
3516 tmpvalue.f);
3517 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3520 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3522 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3523 /* If color keying is enabled update the alpha test, it depends on the existence
3524 * of a color key in stage 0
3526 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3530 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3531 if (!tex_impl->baseTexture.pow2Matrix_identity)
3533 IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3534 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3535 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3538 else if (mapped_stage < gl_info->limits.textures)
3540 if(sampler < stateblock->lowest_disabled_stage) {
3541 /* TODO: What should I do with pixel shaders here ??? */
3542 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3543 /* If color keying is enabled update the alpha test, it depends on the existence
3544 * of a color key in stage 0
3546 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3548 } /* Otherwise tex_colorop disables the stage */
3549 glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3550 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3554 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3556 IWineD3DDeviceImpl *device = stateblock->device;
3557 BOOL use_pshader = use_ps(stateblock);
3558 BOOL use_vshader = use_vs(stateblock);
3559 int i;
3561 if (use_pshader) {
3562 if(!context->last_was_pshader) {
3563 /* Former draw without a pixel shader, some samplers
3564 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3565 * make sure to enable them
3567 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3568 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3569 sampler(STATE_SAMPLER(i), stateblock, context);
3572 context->last_was_pshader = TRUE;
3573 } else {
3574 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3575 * if a different texture was bound. I don't have to do anything.
3578 } else {
3579 /* Disabled the pixel shader - color ops weren't applied
3580 * while it was enabled, so re-apply them.
3582 for(i=0; i < MAX_TEXTURES; i++) {
3583 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3584 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3585 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3588 context->last_was_pshader = FALSE;
3591 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3592 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3594 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3595 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3600 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3602 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3603 if (stateblock->pixelShader && stage != 0
3604 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
3606 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3607 * anyway
3609 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3610 !isStateDirty(context, STATE_PIXELSHADER)) {
3611 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3616 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3618 /* This function is called by transform_view below if the view matrix was changed too
3620 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3621 * does not always update the world matrix, only on a switch between transformed
3622 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3623 * draw, but that should be rather rare and cheaper in total.
3625 glMatrixMode(GL_MODELVIEW);
3626 checkGLcall("glMatrixMode");
3628 if(context->last_was_rhw) {
3629 glLoadIdentity();
3630 checkGLcall("glLoadIdentity()");
3631 } else {
3632 /* In the general case, the view matrix is the identity matrix */
3633 if (stateblock->device->view_ident)
3635 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3636 checkGLcall("glLoadMatrixf");
3638 else
3640 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3641 checkGLcall("glLoadMatrixf");
3642 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3643 checkGLcall("glMultMatrixf");
3648 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3650 UINT index = state - STATE_CLIPPLANE(0);
3652 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3654 return;
3657 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3658 if(!use_vs(stateblock)) {
3659 glMatrixMode(GL_MODELVIEW);
3660 glPushMatrix();
3661 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3662 } else {
3663 /* with vertex shaders, clip planes are not transformed in direct3d,
3664 * in OpenGL they are still transformed by the model view.
3665 * Use this to swap the y coordinate if necessary
3667 glMatrixMode(GL_MODELVIEW);
3668 glPushMatrix();
3669 glLoadIdentity();
3670 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3673 TRACE("Clipplane [%f,%f,%f,%f]\n",
3674 stateblock->clipplane[index][0],
3675 stateblock->clipplane[index][1],
3676 stateblock->clipplane[index][2],
3677 stateblock->clipplane[index][3]);
3678 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3679 checkGLcall("glClipPlane");
3681 glPopMatrix();
3684 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3686 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3687 GLenum glMat;
3688 TRACE("Setting world matrix %d\n", matrix);
3690 if (matrix >= context->gl_info->limits.blends)
3692 WARN("Unsupported blend matrix set\n");
3693 return;
3694 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3695 return;
3698 /* GL_MODELVIEW0_ARB: 0x1700
3699 * GL_MODELVIEW1_ARB: 0x850a
3700 * GL_MODELVIEW2_ARB: 0x8722
3701 * GL_MODELVIEW3_ARB: 0x8723
3702 * etc
3703 * GL_MODELVIEW31_ARB: 0x873F
3705 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3706 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3708 glMatrixMode(glMat);
3709 checkGLcall("glMatrixMode(glMat)");
3711 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3712 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3714 if (stateblock->device->view_ident)
3716 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3717 checkGLcall("glLoadMatrixf");
3719 else
3721 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3722 checkGLcall("glLoadMatrixf");
3723 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3724 checkGLcall("glMultMatrixf");
3728 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3730 static BOOL once = FALSE;
3732 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3733 case WINED3DVBF_1WEIGHTS:
3734 case WINED3DVBF_2WEIGHTS:
3735 case WINED3DVBF_3WEIGHTS:
3736 if(!once) {
3737 once = TRUE;
3738 /* TODO: Implement vertex blending in drawStridedSlow */
3739 FIXME("Vertex blending enabled, but not supported by hardware\n");
3741 break;
3743 case WINED3DVBF_TWEENING:
3744 WARN("Tweening not supported yet\n");
3748 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3750 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3752 switch(val) {
3753 case WINED3DVBF_1WEIGHTS:
3754 case WINED3DVBF_2WEIGHTS:
3755 case WINED3DVBF_3WEIGHTS:
3756 glEnable(GL_VERTEX_BLEND_ARB);
3757 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3759 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3760 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3762 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3764 if (!stateblock->device->vertexBlendUsed)
3766 unsigned int i;
3767 for (i = 1; i < context->gl_info->limits.blends; ++i)
3769 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3771 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3774 stateblock->device->vertexBlendUsed = TRUE;
3776 break;
3778 case WINED3DVBF_DISABLE:
3779 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3780 glDisable(GL_VERTEX_BLEND_ARB);
3781 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3782 break;
3784 case WINED3DVBF_TWEENING:
3785 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3786 * vertex weights in the vertices?
3787 * For now we don't report that as supported, so a warn should suffice
3789 WARN("Tweening not supported yet\n");
3790 break;
3794 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3796 const struct wined3d_light_info *light = NULL;
3797 unsigned int k;
3799 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3800 * NOTE: We have to reset the positions even if the light/plane is not currently
3801 * enabled, since the call to enable it will not reset the position.
3802 * NOTE2: Apparently texture transforms do NOT need reapplying
3805 glMatrixMode(GL_MODELVIEW);
3806 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3807 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3808 checkGLcall("glLoadMatrixf(...)");
3810 /* Reset lights. TODO: Call light apply func */
3811 for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3813 light = stateblock->activeLights[k];
3814 if(!light) continue;
3815 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3816 checkGLcall("glLightfv posn");
3817 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3818 checkGLcall("glLightfv dirn");
3821 /* Reset Clipping Planes */
3822 for (k = 0; k < context->gl_info->limits.clipplanes; ++k)
3824 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3825 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3829 if(context->last_was_rhw) {
3830 glLoadIdentity();
3831 checkGLcall("glLoadIdentity()");
3832 /* No need to update the world matrix, the identity is fine */
3833 return;
3836 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3837 * No need to do it here if the state is scheduled for update.
3839 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3840 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3843 /* Avoid looping over a number of matrices if the app never used the functionality */
3844 if (stateblock->device->vertexBlendUsed)
3846 for (k = 1; k < context->gl_info->limits.blends; ++k)
3848 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3849 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3855 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3857 glMatrixMode(GL_PROJECTION);
3858 checkGLcall("glMatrixMode(GL_PROJECTION)");
3859 glLoadIdentity();
3860 checkGLcall("glLoadIdentity");
3862 if(context->last_was_rhw) {
3863 double X, Y, height, width, minZ, maxZ;
3865 X = stateblock->viewport.X;
3866 Y = stateblock->viewport.Y;
3867 height = stateblock->viewport.Height;
3868 width = stateblock->viewport.Width;
3869 minZ = stateblock->viewport.MinZ;
3870 maxZ = stateblock->viewport.MaxZ;
3872 if (!stateblock->device->untransformed)
3874 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3875 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3876 * suppress depth clipping. This can be done because it is an orthogonal projection and
3877 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3878 * Persia 3D need this.
3880 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3881 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3882 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3883 * to the viewer.
3885 * Also note that this breaks z comparison against z values filled in with clear,
3886 * but no app depending on that and disabled clipping has been found yet. Comparing
3887 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3888 * surface removal.
3890 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3891 * but this would break Z buffer operation. Raising the range to something less than
3892 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3893 * problem either.
3895 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3896 if (context->render_offscreen)
3898 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3899 } else {
3900 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3902 } else {
3903 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3904 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3905 * unmodified to opengl.
3907 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3908 * replacement shader.
3910 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3911 if (context->render_offscreen)
3913 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3914 } else {
3915 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3918 checkGLcall("glOrtho");
3920 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3921 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3922 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3924 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3925 * render everything upside down when rendering offscreen. */
3926 if (context->render_offscreen)
3928 glScalef(1.0f, -1.0f, 1.0f);
3929 checkGLcall("glScalef");
3931 } else {
3932 /* The rule is that the window coordinate 0 does not correspond to the
3933 beginning of the first pixel, but the center of the first pixel.
3934 As a consequence if you want to correctly draw one line exactly from
3935 the left to the right end of the viewport (with all matrices set to
3936 be identity), the x coords of both ends of the line would be not
3937 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3938 instead.
3940 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3941 divide by the Width/Height, so we need the half range(1.0) to translate by
3942 half a pixel.
3944 The other fun is that d3d's output z range after the transformation is [0;1],
3945 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3946 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3947 of Z buffer precision and the clear values do not match in the z test. Thus scale
3948 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3952 * Careful with the order of operations here, we're essentially working backwards:
3953 * x = x + 1/w;
3954 * y = (y - 1/h) * flip;
3955 * z = z * 2 - 1;
3957 * Becomes:
3958 * glTranslatef(0.0, 0.0, -1.0);
3959 * glScalef(1.0, 1.0, 2.0);
3961 * glScalef(1.0, flip, 1.0);
3962 * glTranslatef(1/w, -1/h, 0.0);
3964 * This is equivalent to:
3965 * glTranslatef(1/w, -flip/h, -1.0)
3966 * glScalef(1.0, flip, 2.0);
3969 /* Translate by slightly less than a half pixel to force a top-left
3970 * filling convention. We want the difference to be large enough that
3971 * it doesn't get lost due to rounding inside the driver, but small
3972 * enough to prevent it from interfering with any anti-aliasing. */
3973 GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
3974 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
3976 if (context->render_offscreen)
3978 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3979 * render everything upside down when rendering offscreen. */
3980 glTranslatef(xoffset, -yoffset, -1.0f);
3981 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3982 glScalef(1.0f, -1.0f, 2.0f);
3983 } else {
3984 glTranslatef(xoffset, yoffset, -1.0f);
3985 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3986 glScalef(1.0f, 1.0f, 2.0f);
3988 checkGLcall("glScalef");
3990 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3991 checkGLcall("glLoadMatrixf");
3995 /* This should match any arrays loaded in loadVertexData.
3996 * TODO: Only load / unload arrays if we have to.
3998 static inline void unloadVertexData(const struct wined3d_context *context)
4000 glDisableClientState(GL_VERTEX_ARRAY);
4001 glDisableClientState(GL_NORMAL_ARRAY);
4002 glDisableClientState(GL_COLOR_ARRAY);
4003 if (context->gl_info->supported[EXT_SECONDARY_COLOR])
4005 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4007 if (context->gl_info->supported[ARB_VERTEX_BLEND])
4009 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4011 unloadTexCoords(context);
4014 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context, int i)
4016 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4017 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4019 context->numbered_array_mask &= ~(1 << i);
4022 /* This should match any arrays loaded in loadNumberedArrays
4023 * TODO: Only load / unload arrays if we have to.
4025 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4027 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4028 GLint maxAttribs = 16;
4029 int i;
4031 /* Leave all the attribs disabled */
4032 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4033 /* MESA does not support it right not */
4034 if (glGetError() != GL_NO_ERROR)
4035 maxAttribs = 16;
4036 for (i = 0; i < maxAttribs; ++i) {
4037 unload_numbered_array(stateblock, context, i);
4041 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4042 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4044 GLuint curVBO = context->gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4045 int i;
4046 const UINT *offset = stateblock->streamOffset;
4047 struct wined3d_buffer *vb;
4048 DWORD_PTR shift_index;
4050 /* Default to no instancing */
4051 stateblock->device->instancedDraw = FALSE;
4053 for (i = 0; i < MAX_ATTRIBS; i++) {
4054 if (!(stream_info->use_map & (1 << i)))
4056 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4057 continue;
4060 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4061 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
4063 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4064 stateblock->device->instancedDraw = TRUE;
4065 continue;
4068 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4070 if (stream_info->elements[i].stride)
4072 if (curVBO != stream_info->elements[i].buffer_object)
4074 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4075 checkGLcall("glBindBufferARB");
4076 curVBO = stream_info->elements[i].buffer_object;
4078 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4079 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4080 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4081 * vbo we won't be load converted attributes anyway
4083 if (curVBO && vb->conversion_shift)
4085 TRACE("Loading attribute from shifted buffer\n");
4086 TRACE("Attrib %d has original stride %d, new stride %d\n",
4087 i, stream_info->elements[i].stride, vb->conversion_stride);
4088 TRACE("Original offset %p, additional offset 0x%08x\n",
4089 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4090 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
4091 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
4092 shift_index = shift_index % stream_info->elements[i].stride;
4093 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4094 stream_info->elements[i].format_desc->gl_vtx_type,
4095 stream_info->elements[i].format_desc->gl_normalized,
4096 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4097 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4098 + offset[stream_info->elements[i].stream_idx]));
4100 } else {
4101 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4102 stream_info->elements[i].format_desc->gl_vtx_type,
4103 stream_info->elements[i].format_desc->gl_normalized,
4104 stream_info->elements[i].stride, stream_info->elements[i].data
4105 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4106 + offset[stream_info->elements[i].stream_idx]));
4109 if (!(context->numbered_array_mask & (1 << i)))
4111 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4112 context->numbered_array_mask |= (1 << i);
4114 } else {
4115 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4116 * set up the attribute statically. But we have to figure out the system memory address.
4118 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
4119 if (stream_info->elements[i].buffer_object)
4121 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4122 ptr += (long) buffer_get_sysmem(vb);
4125 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4127 switch (stream_info->elements[i].format_desc->format)
4129 case WINED3DFMT_R32_FLOAT:
4130 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4131 break;
4132 case WINED3DFMT_R32G32_FLOAT:
4133 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4134 break;
4135 case WINED3DFMT_R32G32B32_FLOAT:
4136 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4137 break;
4138 case WINED3DFMT_R32G32B32A32_FLOAT:
4139 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4140 break;
4142 case WINED3DFMT_R8G8B8A8_UINT:
4143 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4144 break;
4145 case WINED3DFMT_B8G8R8A8_UNORM:
4146 if (context->gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
4148 const DWORD *src = (const DWORD *)ptr;
4149 DWORD c = *src & 0xff00ff00;
4150 c |= (*src & 0xff0000) >> 16;
4151 c |= (*src & 0xff) << 16;
4152 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4153 break;
4155 /* else fallthrough */
4156 case WINED3DFMT_R8G8B8A8_UNORM:
4157 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4158 break;
4160 case WINED3DFMT_R16G16_SINT:
4161 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4162 break;
4163 case WINED3DFMT_R16G16B16A16_SINT:
4164 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4165 break;
4167 case WINED3DFMT_R16G16_SNORM:
4169 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4170 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4171 break;
4173 case WINED3DFMT_R16G16_UNORM:
4175 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4176 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4177 break;
4179 case WINED3DFMT_R16G16B16A16_SNORM:
4180 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4181 break;
4182 case WINED3DFMT_R16G16B16A16_UNORM:
4183 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4184 break;
4186 case WINED3DFMT_R10G10B10A2_UINT:
4187 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4188 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4189 break;
4190 case WINED3DFMT_R10G10B10A2_SNORM:
4191 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4192 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4193 break;
4195 case WINED3DFMT_R16G16_FLOAT:
4196 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4197 * byte float according to the IEEE standard
4199 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4200 break;
4201 case WINED3DFMT_R16G16B16A16_FLOAT:
4202 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4203 break;
4205 default:
4206 ERR("Unexpected declaration in stride 0 attributes\n");
4207 break;
4212 checkGLcall("Loading numbered arrays");
4215 /* Used from 2 different functions, and too big to justify making it inlined */
4216 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4217 const struct wined3d_stream_info *si)
4219 const UINT *offset = stateblock->streamOffset;
4220 GLuint curVBO = context->gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4221 const struct wined3d_stream_info_element *e;
4223 TRACE("Using fast vertex array code\n");
4225 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4226 stateblock->device->instancedDraw = FALSE;
4228 /* Blend Data ---------------------------------------------- */
4229 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4230 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4232 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4234 if (context->gl_info->supported[ARB_VERTEX_BLEND])
4236 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4237 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4239 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4240 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4242 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4244 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4245 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
4246 sd->u.s.blendWeights.dwStride,
4247 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4249 if (curVBO != e->buffer_object)
4251 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4252 checkGLcall("glBindBufferARB");
4253 curVBO = e->buffer_object;
4256 GL_EXTCALL(glWeightPointerARB)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4257 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4259 checkGLcall("glWeightPointerARB");
4261 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4263 static BOOL warned;
4264 if (!warned)
4266 FIXME("blendMatrixIndices support\n");
4267 warned = TRUE;
4270 } else {
4271 /* TODO: support blends in drawStridedSlow
4272 * No need to write a FIXME here, this is done after the general vertex decl decoding
4274 WARN("unsupported blending in openGl\n");
4277 else
4279 if (context->gl_info->supported[ARB_VERTEX_BLEND])
4281 static const GLbyte one = 1;
4282 GL_EXTCALL(glWeightbvARB(1, &one));
4283 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4287 /* Point Size ----------------------------------------------*/
4288 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4290 /* no such functionality in the fixed function GL pipeline */
4291 TRACE("Cannot change ptSize here in openGl\n");
4292 /* TODO: Implement this function in using shaders if they are available */
4295 /* Vertex Pointers -----------------------------------------*/
4296 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4298 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n", e->stride, e->size, e->data));
4300 e = &si->elements[WINED3D_FFP_POSITION];
4301 if (curVBO != e->buffer_object)
4303 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4304 checkGLcall("glBindBufferARB");
4305 curVBO = e->buffer_object;
4308 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4309 handling for rhw mode should not impact screen position whereas in GL it does.
4310 This may result in very slightly distorted textures in rhw mode.
4311 There's always the other option of fixing the view matrix to
4312 prevent w from having any effect.
4314 This only applies to user pointer sources, in VBOs the vertices are fixed up
4316 if (!e->buffer_object)
4318 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4319 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4320 } else {
4321 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4322 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4324 checkGLcall("glVertexPointer(...)");
4325 glEnableClientState(GL_VERTEX_ARRAY);
4326 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4329 /* Normals -------------------------------------------------*/
4330 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4332 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n", e->stride, e->data));
4334 e = &si->elements[WINED3D_FFP_NORMAL];
4335 if (curVBO != e->buffer_object)
4337 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4338 checkGLcall("glBindBufferARB");
4339 curVBO = e->buffer_object;
4341 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4342 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4343 checkGLcall("glNormalPointer(...)");
4344 glEnableClientState(GL_NORMAL_ARRAY);
4345 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4347 } else {
4348 glNormal3f(0, 0, 0);
4349 checkGLcall("glNormal3f(0, 0, 0)");
4352 /* Diffuse Colour --------------------------------------------*/
4353 /* WARNING: Data here MUST be in RGBA format, so cannot */
4354 /* go directly into fast mode from app pgm, because */
4355 /* directx requires data in BGRA format. */
4356 /* currently fixupVertices swizzles the format, but this isn't*/
4357 /* very practical when using VBOs */
4358 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4359 /* , or the user doesn't care and wants the speed advantage */
4361 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4363 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4365 e = &si->elements[WINED3D_FFP_DIFFUSE];
4366 if (curVBO != e->buffer_object)
4368 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4369 checkGLcall("glBindBufferARB");
4370 curVBO = e->buffer_object;
4373 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4374 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4375 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4376 glEnableClientState(GL_COLOR_ARRAY);
4377 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4379 } else {
4380 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4381 checkGLcall("glColor4f(1, 1, 1, 1)");
4384 /* Specular Colour ------------------------------------------*/
4385 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4387 TRACE("setting specular colour\n");
4388 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4390 e = &si->elements[WINED3D_FFP_SPECULAR];
4391 if (context->gl_info->supported[EXT_SECONDARY_COLOR])
4393 GLenum type = e->format_desc->gl_vtx_type;
4394 GLint format = e->format_desc->gl_vtx_format;
4396 if (curVBO != e->buffer_object)
4398 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4399 checkGLcall("glBindBufferARB");
4400 curVBO = e->buffer_object;
4403 if (format != 4 || (context->gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4405 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4406 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4407 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4408 * 4 component secondary colors use it
4410 GL_EXTCALL(glSecondaryColorPointerEXT)(format, type,
4411 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4412 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4414 else
4416 switch(type)
4418 case GL_UNSIGNED_BYTE:
4419 GL_EXTCALL(glSecondaryColorPointerEXT)(3, GL_UNSIGNED_BYTE,
4420 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4421 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4422 break;
4424 default:
4425 FIXME("Add 4 component specular color pointers for type %x\n", type);
4426 /* Make sure that the right color component is dropped */
4427 GL_EXTCALL(glSecondaryColorPointerEXT)(3, type,
4428 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4429 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4432 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4433 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4434 } else {
4436 /* Missing specular color is not critical, no warnings */
4437 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4440 else
4442 if (context->gl_info->supported[EXT_SECONDARY_COLOR])
4444 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4445 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4446 } else {
4448 /* Missing specular color is not critical, no warnings */
4449 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4453 /* Texture coords -------------------------------------------*/
4454 loadTexCoords(context, stateblock, si, &curVBO);
4457 static inline void drawPrimitiveTraceDataLocations(const struct wined3d_stream_info *dataLocations)
4459 /* Dump out what parts we have supplied */
4460 TRACE("Strided Data:\n");
4461 TRACE_STRIDED((dataLocations), WINED3D_FFP_POSITION);
4462 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDWEIGHT);
4463 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDINDICES);
4464 TRACE_STRIDED((dataLocations), WINED3D_FFP_NORMAL);
4465 TRACE_STRIDED((dataLocations), WINED3D_FFP_PSIZE);
4466 TRACE_STRIDED((dataLocations), WINED3D_FFP_DIFFUSE);
4467 TRACE_STRIDED((dataLocations), WINED3D_FFP_SPECULAR);
4468 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD0);
4469 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD1);
4470 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD2);
4471 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD3);
4472 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD4);
4473 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD5);
4474 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD6);
4475 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD7);
4477 return;
4480 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4482 IWineD3DDeviceImpl *device = stateblock->device;
4483 BOOL fixup = FALSE;
4484 struct wined3d_stream_info *dataLocations = &device->strided_streams;
4485 BOOL useVertexShaderFunction;
4486 BOOL load_numbered = FALSE;
4487 BOOL load_named = FALSE;
4489 useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
4491 if(device->up_strided) {
4492 /* Note: this is a ddraw fixed-function code path */
4493 TRACE("================ Strided Input ===================\n");
4494 device_stream_info_from_strided(context->gl_info, device->up_strided, dataLocations);
4496 if(TRACE_ON(d3d)) {
4497 drawPrimitiveTraceDataLocations(dataLocations);
4499 } else {
4500 /* Note: This is a fixed function or shader codepath.
4501 * This means it must handle both types of strided data.
4502 * Shaders must go through here to zero the strided data, even if they
4503 * don't set any declaration at all
4505 TRACE("================ Vertex Declaration ===================\n");
4506 device_stream_info_from_declaration(device, useVertexShaderFunction, dataLocations, &fixup);
4509 if (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
4511 if(useVertexShaderFunction) {
4512 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4513 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4514 device->useDrawStridedSlow = TRUE;
4515 } else {
4516 load_numbered = TRUE;
4517 device->useDrawStridedSlow = FALSE;
4520 else
4522 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
4523 slow_mask |= -!context->gl_info->supported[EXT_VERTEX_ARRAY_BGRA]
4524 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
4526 if (fixup || (!dataLocations->position_transformed
4527 && !(dataLocations->use_map & slow_mask)))
4529 /* Load the vertex data using named arrays */
4530 load_named = TRUE;
4531 device->useDrawStridedSlow = FALSE;
4533 else
4535 TRACE("Not loading vertex data\n");
4536 device->useDrawStridedSlow = TRUE;
4540 if (context->numberedArraysLoaded && !load_numbered)
4542 unloadNumberedArrays(stateblock, context);
4543 context->numberedArraysLoaded = FALSE;
4544 context->numbered_array_mask = 0;
4546 else if (context->namedArraysLoaded)
4548 unloadVertexData(context);
4549 context->namedArraysLoaded = FALSE;
4552 if (load_numbered)
4554 TRACE("Loading numbered arrays\n");
4555 loadNumberedArrays(stateblock, dataLocations, context);
4556 context->numberedArraysLoaded = TRUE;
4558 else if (load_named)
4560 TRACE("Loading vertex data\n");
4561 loadVertexData(context, stateblock, dataLocations);
4562 context->namedArraysLoaded = TRUE;
4566 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4568 const struct wined3d_gl_info *gl_info = context->gl_info;
4569 BOOL updateFog = FALSE;
4570 BOOL useVertexShaderFunction = use_vs(stateblock);
4571 BOOL usePixelShaderFunction = use_ps(stateblock);
4572 IWineD3DDeviceImpl *device = stateblock->device;
4573 BOOL transformed;
4574 BOOL wasrhw = context->last_was_rhw;
4575 unsigned int i;
4577 transformed = device->strided_streams.position_transformed;
4578 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4579 updateFog = TRUE;
4582 /* Reapply lighting if it is not scheduled for reapplication already */
4583 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4584 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4587 if (transformed) {
4588 context->last_was_rhw = TRUE;
4589 } else {
4591 /* Untransformed, so relies on the view and projection matrices */
4592 context->last_was_rhw = FALSE;
4593 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4594 device->untransformed = TRUE;
4596 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4597 * Not needed as long as only hw shaders are supported
4600 /* This sets the shader output position correction constants.
4601 * TODO: Move to the viewport state
4603 if (useVertexShaderFunction)
4605 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4606 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4607 device->posFixup[3] = device->posFixup[1] * yoffset;
4611 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4612 * off this function will be called again anyway to make sure they're properly set
4614 if(!useVertexShaderFunction) {
4615 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4616 * or transformed / untransformed was switched
4618 if(wasrhw != context->last_was_rhw &&
4619 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4620 !isStateDirty(context, STATE_VIEWPORT)) {
4621 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4623 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4624 * mode.
4626 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4627 * this check will fail and the matrix not applied again. This is OK because a simple
4628 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4629 * needs of the vertex declaration.
4631 * World and view matrix go into the same gl matrix, so only apply them when neither is
4632 * dirty
4634 if(transformed != wasrhw &&
4635 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4636 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4637 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4640 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4641 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4644 if(context->last_was_vshader) {
4645 updateFog = TRUE;
4646 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4647 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4649 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4651 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4654 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4655 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4657 } else {
4658 if(!context->last_was_vshader) {
4659 static BOOL warned = FALSE;
4660 if(!device->vs_clipping) {
4661 /* Disable all clip planes to get defined results on all drivers. See comment in the
4662 * state_clipping state handler
4664 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4666 glDisable(GL_CLIP_PLANE0 + i);
4667 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4670 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4671 FIXME("Clipping not supported with vertex shaders\n");
4672 warned = TRUE;
4675 if(wasrhw) {
4676 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4677 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4678 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4679 * fixed function vertex processing states back in a sane state before switching to shaders
4681 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4682 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4684 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4685 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4688 updateFog = TRUE;
4690 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4691 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4692 * device->vs_clipping is false.
4694 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4696 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4701 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4702 * application
4704 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4705 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4707 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4708 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4712 context->last_was_vshader = useVertexShaderFunction;
4714 if(updateFog) {
4715 device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4717 if(!useVertexShaderFunction) {
4718 int i;
4719 for(i = 0; i < MAX_TEXTURES; i++) {
4720 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4721 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4727 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4729 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4730 UINT width, height;
4731 WINED3DVIEWPORT vp = stateblock->viewport;
4733 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4734 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4736 glDepthRange(vp.MinZ, vp.MaxZ);
4737 checkGLcall("glDepthRange");
4738 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4740 if (context->render_offscreen)
4742 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4743 } else {
4744 target->get_drawable_size(context, &width, &height);
4746 glViewport(vp.X,
4747 (height - (vp.Y + vp.Height)),
4748 vp.Width, vp.Height);
4751 checkGLcall("glViewport");
4754 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4756 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4758 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4759 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4761 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4762 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4764 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4765 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4769 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4771 UINT Index = state - STATE_ACTIVELIGHT(0);
4772 const struct wined3d_light_info *lightInfo = stateblock->activeLights[Index];
4774 if(!lightInfo) {
4775 glDisable(GL_LIGHT0 + Index);
4776 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4777 } else {
4778 float quad_att;
4779 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4781 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4782 glMatrixMode(GL_MODELVIEW);
4783 glPushMatrix();
4784 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4786 /* Diffuse: */
4787 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4788 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4789 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4790 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4791 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4792 checkGLcall("glLightfv");
4794 /* Specular */
4795 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4796 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4797 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4798 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4799 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4800 checkGLcall("glLightfv");
4802 /* Ambient */
4803 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4804 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4805 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4806 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4807 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4808 checkGLcall("glLightfv");
4810 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4811 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4812 } else {
4813 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4816 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4817 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4818 * Attenuation0 to NaN and crashes in the gl lib
4821 switch (lightInfo->OriginalParms.Type) {
4822 case WINED3DLIGHT_POINT:
4823 /* Position */
4824 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4825 checkGLcall("glLightfv");
4826 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4827 checkGLcall("glLightf");
4828 /* Attenuation - Are these right? guessing... */
4829 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4830 checkGLcall("glLightf");
4831 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4832 checkGLcall("glLightf");
4833 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4834 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4835 checkGLcall("glLightf");
4836 /* FIXME: Range */
4837 break;
4839 case WINED3DLIGHT_SPOT:
4840 /* Position */
4841 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4842 checkGLcall("glLightfv");
4843 /* Direction */
4844 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4845 checkGLcall("glLightfv");
4846 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4847 checkGLcall("glLightf");
4848 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4849 checkGLcall("glLightf");
4850 /* Attenuation - Are these right? guessing... */
4851 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4852 checkGLcall("glLightf");
4853 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4854 checkGLcall("glLightf");
4855 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4856 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4857 checkGLcall("glLightf");
4858 /* FIXME: Range */
4859 break;
4861 case WINED3DLIGHT_DIRECTIONAL:
4862 /* Direction */
4863 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4864 checkGLcall("glLightfv");
4865 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4866 checkGLcall("glLightf");
4867 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4868 checkGLcall("glLightf");
4869 break;
4871 default:
4872 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4875 /* Restore the modelview matrix */
4876 glPopMatrix();
4878 glEnable(GL_LIGHT0 + Index);
4879 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4882 return;
4885 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4887 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4888 RECT *pRect = &stateblock->scissorRect;
4889 UINT height;
4890 UINT width;
4892 target->get_drawable_size(context, &width, &height);
4893 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4894 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4896 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4897 pRect->right - pRect->left, pRect->bottom - pRect->top);
4899 if (context->render_offscreen)
4901 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4902 } else {
4903 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4905 checkGLcall("glScissor");
4908 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4910 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4911 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4912 } else {
4913 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4914 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4918 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4920 if (context->render_offscreen)
4922 glFrontFace(GL_CCW);
4923 checkGLcall("glFrontFace(GL_CCW)");
4924 } else {
4925 glFrontFace(GL_CW);
4926 checkGLcall("glFrontFace(GL_CW)");
4930 const struct StateEntryTemplate misc_state_template[] = {
4931 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4941 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4942 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4943 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4944 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4945 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4946 * vshader loadings are untied from each other
4948 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4949 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4950 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4951 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4952 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4953 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4954 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4955 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4956 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4957 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4958 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4959 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4960 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4961 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4962 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4963 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4964 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4965 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4966 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4967 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4968 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4969 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4970 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4971 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4972 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4973 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4974 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4975 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4976 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4977 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4978 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4979 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4980 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4981 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4982 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4983 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4984 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4985 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4986 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4987 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4988 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4989 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4990 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4991 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4992 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4993 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4994 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4995 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4996 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4997 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4999 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
5000 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
5001 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5036 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5037 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5038 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5042 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5043 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5044 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5045 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5046 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5048 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5049 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5050 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5052 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5056 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5057 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5058 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5059 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5061 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5062 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5063 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5064 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5065 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5066 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5068 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5069 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5070 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5071 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5072 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5073 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5074 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5075 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5076 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5077 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5078 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5079 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5080 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5081 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5082 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5083 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5084 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5085 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5086 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5087 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5088 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5089 /* Samplers */
5090 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5091 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5092 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5093 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5094 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5095 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5096 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5097 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5098 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5099 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5100 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5101 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5102 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5103 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5104 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5105 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5106 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5107 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5108 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5109 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5110 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5113 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5114 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5115 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5116 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5117 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5118 /* Clip planes */
5119 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5120 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5121 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5122 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5123 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5124 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5125 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5126 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5127 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5128 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5129 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5130 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5131 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5132 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5133 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5134 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5135 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5136 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5137 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5138 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5139 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5140 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5141 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5142 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5143 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5144 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5145 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5146 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5147 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5148 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5149 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5150 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5151 /* Lights */
5152 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5153 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5154 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5155 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5156 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5157 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5158 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5159 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5160 /* Viewport */
5161 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5162 /* Transform states follow */
5163 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5430 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5431 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5432 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5433 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5434 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5435 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5436 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5437 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5438 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5439 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5440 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5441 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5442 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5443 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5444 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5445 /* Fog */
5446 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5447 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5448 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5449 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5450 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5451 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5452 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5453 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5454 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5455 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5456 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5457 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5458 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5459 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5460 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5461 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5462 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5463 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5464 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5465 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5466 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5467 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5468 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5469 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5470 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5471 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5472 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5473 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5474 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5475 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5476 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5477 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5478 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5479 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5481 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5482 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5483 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5484 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5485 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5486 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5487 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5488 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5489 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5490 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5491 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5492 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5493 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5494 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5495 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5496 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5497 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5498 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5499 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5500 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5501 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5502 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5503 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5504 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5505 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5508 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5509 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5548 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5549 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5550 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5551 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5552 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5553 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5554 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5555 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5556 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5557 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5558 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5559 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5560 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5561 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5562 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5563 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5564 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5565 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5566 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5567 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5568 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5569 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5570 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5571 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5572 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5573 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5574 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5575 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5576 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5577 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5578 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5579 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5580 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5581 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5582 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5583 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5584 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5585 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5586 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5587 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5588 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5589 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5590 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5591 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, WINED3D_GL_EXT_NONE },
5592 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5593 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5594 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5595 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5596 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5597 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5598 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5599 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5600 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5601 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5602 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5603 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5604 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5605 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5606 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5607 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5608 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5610 #undef GLINFO_LOCATION
5612 /* Context activation is done by the caller. */
5613 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5615 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype,
5616 const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5618 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5619 WINED3DTEXOPCAPS_ADDSIGNED |
5620 WINED3DTEXOPCAPS_ADDSIGNED2X |
5621 WINED3DTEXOPCAPS_MODULATE |
5622 WINED3DTEXOPCAPS_MODULATE2X |
5623 WINED3DTEXOPCAPS_MODULATE4X |
5624 WINED3DTEXOPCAPS_SELECTARG1 |
5625 WINED3DTEXOPCAPS_SELECTARG2 |
5626 WINED3DTEXOPCAPS_DISABLE;
5628 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5629 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5630 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5632 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5633 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5634 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5635 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5636 WINED3DTEXOPCAPS_LERP |
5637 WINED3DTEXOPCAPS_SUBTRACT;
5639 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5640 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5642 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5643 WINED3DTEXOPCAPS_MULTIPLYADD |
5644 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5645 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5646 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5648 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5649 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5651 pCaps->MaxTextureBlendStages = gl_info->limits.texture_stages;
5652 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5655 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5656 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5657 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5659 if (TRACE_ON(d3d))
5661 TRACE("Checking support for fixup:\n");
5662 dump_color_fixup_desc(fixup);
5665 /* We only support identity conversions. */
5666 if (is_identity_fixup(fixup))
5668 TRACE("[OK]\n");
5669 return TRUE;
5672 TRACE("[FAILED]\n");
5673 return FALSE;
5676 const struct fragment_pipeline ffp_fragment_pipeline = {
5677 ffp_enable,
5678 ffp_fragment_get_caps,
5679 ffp_fragment_alloc,
5680 ffp_fragment_free,
5681 ffp_color_fixup_supported,
5682 ffp_fragmentstate_template,
5683 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5686 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5688 unsigned int i;
5689 for(i = 0; funcs[i]; i++);
5690 return i;
5693 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5695 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5696 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5699 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5701 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5702 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5703 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5706 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5707 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5708 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5710 unsigned int i, type, handlers;
5711 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5712 const struct StateEntryTemplate *cur;
5713 BOOL set[STATE_HIGHEST + 1];
5715 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5717 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5718 StateTable[i].representative = 0;
5719 StateTable[i].apply = state_undefined;
5722 for(type = 0; type < 3; type++) {
5723 /* This switch decides the order in which the states are applied */
5724 switch(type) {
5725 case 0: cur = misc; break;
5726 case 1: cur = fragment->states; break;
5727 case 2: cur = vertex; break;
5728 default: cur = NULL; /* Stupid compiler */
5730 if(!cur) continue;
5732 /* GL extension filtering should not prevent multiple handlers being applied from different
5733 * pipeline parts
5735 memset(set, 0, sizeof(set));
5737 for(i = 0; cur[i].state; i++) {
5738 APPLYSTATEFUNC *funcs_array;
5740 /* Only use the first matching state with the available extension from one template.
5741 * e.g.
5742 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5743 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5745 * if GL_XYZ_fancy is supported, ignore the 2nd line
5747 if(set[cur[i].state]) continue;
5748 /* Skip state lines depending on unsupported extensions */
5749 if (!gl_info->supported[cur[i].extension]) continue;
5750 set[cur[i].state] = TRUE;
5751 /* In some cases having an extension means that nothing has to be
5752 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5753 * supported, the texture coordinate fixup can be ignored. If the
5754 * apply function is used, mark the state set(done above) to prevent
5755 * applying later lines, but do not record anything in the state
5756 * table
5758 if(!cur[i].content.apply) continue;
5760 handlers = num_handlers(multistate_funcs[cur[i].state]);
5761 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5762 switch(handlers) {
5763 case 0:
5764 StateTable[cur[i].state].apply = cur[i].content.apply;
5765 break;
5766 case 1:
5767 StateTable[cur[i].state].apply = multistate_apply_2;
5768 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5770 sizeof(**dev_multistate_funcs) * 2);
5771 if (!dev_multistate_funcs[cur[i].state]) {
5772 goto out_of_mem;
5775 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5776 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5777 break;
5778 case 2:
5779 StateTable[cur[i].state].apply = multistate_apply_3;
5780 funcs_array = HeapReAlloc(GetProcessHeap(),
5782 dev_multistate_funcs[cur[i].state],
5783 sizeof(**dev_multistate_funcs) * 3);
5784 if (!funcs_array) {
5785 goto out_of_mem;
5788 dev_multistate_funcs[cur[i].state] = funcs_array;
5789 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5790 break;
5791 default:
5792 ERR("Unexpected amount of state handlers for state %u: %u\n",
5793 cur[i].state, handlers + 1);
5796 if(StateTable[cur[i].state].representative &&
5797 StateTable[cur[i].state].representative != cur[i].content.representative) {
5798 FIXME("State %u has different representatives in different pipeline parts\n",
5799 cur[i].state);
5801 StateTable[cur[i].state].representative = cur[i].content.representative;
5805 return WINED3D_OK;
5807 out_of_mem:
5808 for (i = 0; i <= STATE_HIGHEST; ++i) {
5809 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5812 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5814 return E_OUTOFMEMORY;